Not going to lie, I do wish the DST community stopped pushing the idea that boss rushing is the end game. I’ve played about 600 hours of DST, most of it solo, and it took me over 1000 in game days to actually start killing bosses. I don’t really feel the pressure to see the “new content” when the old content I hadn’t seen or done yet is still there for me to complete, the new content might end up being old content by the time I get to it and I’m okay with that. I honestly view DST as more of a game like Valheim or Terraria now, where, yes to progress the world/story you need to fight bosses, but DST rewards you for careful planning, NOT rushing the bosses asap, and I genuinely find it more fun to carefully prepare, and more importantly, over prepare! The thing is, that doesn’t make for interesting content on RUclips, so most people’s impression of DST when looking up videos IS that it’s a boss rush game, or it’s about building super bases. It’s a sandbox game, play in the space however you want. I personally like taming a lot of beefalo and giving them fun names and making weird lure plant farms. I do like your video and agree on a lot of points, it does showcase how the perception of the gameplay loop is perceived by the community, when really, boss rushing is not done by most players, and honestly shouldn’t be
Couldn’t agree more. The game is still a survival game because you still need prepare for winter, rains, lightning , dogs,… and also there’s plenty of powerful gears on the surface that you don’t need to go to the cave to get them at all. Some characters get stronger the longer they survive too. The only thing about the game that makes me don’t want to recommend is don’t strave wiki gaming😢. Without external sources the game is a huge trial and error simulator.
u are so right, i got 800+ hours in the game and surviving the seasons is easy for me, however hound attacks can occasionally catch me off guard and sometimes varg will come to attack you, and if u want to make game harder and more survival-like than u can add some mods that make it harder
As a boss rusher myself, i love the idea of how fast i can kill bosses and gain their loots which are very useful or enter hardmode. I used to love the relaxed gameplay and overpreparing like you but at some point it becomes way too boring and you want to feel the joy of gaining better loots asap.
@@sumanthapa3119 nah it becomes boring sooner when u rush the game, i prefer uncompromising harsh survival gameplay, when it comes to pace i like something between fast and slow, normal pace
This video feels so relatable. The fact that the combat system is extremely punishing for new players and everything has 10 times the amount of health they're supposed to have makes the game so hard to introduce to new players. I've been trying to get my friends to join me in this game for the past months and it feels dreadful to carry new players when you're always put on a timer to get prepped for things to come.
@@JeyCansiz You take new players down to the caves? O_o Often times, I just teach them how to make a base and survive by themselves on the surface while I do the ruin rush solo.
@@huyle3093 Yeah cuz it feels weird that I'm doing something alone when I'm introducing them to the game but usually after that they don't want to go back anyway and just base sit.
I completely disagree with the boss rushing takes. Nothing in this game forces you to boss rush. Boss Rushing is the unique playstyle for those who want to challenge themselves. These people are speedrunners. Speedrunners exist in every game to ever exist but It is very rarely the norm. Nothing about DST forces or even encourages boss rushing. You wanna see the lore? That encourages boss killing not boss rushing. It encourages you to take a step outside of your bubble at some point and venture out to do new things. Theres no time limit, theres no quest dropdown constantly reminding you of your tasks. Hell its not even a task, its just a thing you can do if you so choose. Its all up to you whenever you decide to do it. There's literally no pressure whatsoever to play "the most efficient way possible" as you say there is. That example you gave sounded wild to me. The one where you explore just to find the set pieces for bosses later, find the terrariums so you can defeat the terraria boss so you can get good early headgear so you can fight the Dfly boss so then you can ruins rush to fight more bosses. Bro i explore to find a good looking base spot💀 This game at its core is the exact same as regular dont starve just with more content. At the end of the day its still just a survival game. Most players goals in this game is to survive. That's it. Im on day 500 on one of my worlds and could've killed all these bosses by day 100 if i so choose yet ive only taken out like maybe 10 so far. But why should i? That's not the point of the game and treating it like that's the point of the game will suck the fun out of it. I've heard that time and time again from people who treat this game like that's what its for. As for combat, i sort of agree. Regular combat is indeed a bit boring and simple but as you said, combat isn't the focus of a survival game. You only applied that to regular DS but the same goes for DST. Yes some fights can drag out but again that's up to you. You could play Wes and take 20 years to kill Dfly or you could just play any other character and obliterate it. The thing about DST is that you're not forced to do regular combat. You're not forced to just smack a Dragonfly with a darksword 405 times. You could set up catapults. You can recruit armies to stand by your side. You could just straight up blow it up if you want. You could even pit up bosses against other bosses. You could summon a whole army of tentacles to do the boss for you. There's unique methods to taking out each and every boss in DST which i greatly appreciate and helps make combat less stale. Strategy is highly encouraged compared to just boring combat which makes me think the devs know their regular combat is stale. DST bosses also ACTUALLY FEEL LIKE BOSSES. They're huge big bads that can actually threaten your life. In no way is regular DS deerclops threatening when i can kill him in 15 seconds with a regular melee weapon. Same thing for regular DS Dragonfly. Imagine going up to a giant flying reptile that can light itself up and smack you with giant flaming claws only for it to die in 20 seconds. If i played regular DS i'd treat the constant like a joke for it being so easy to kill its toughest creatures. DS is too easy and DST is just right imo, even for single player. Also i know its the dev's job to fix the game and add HP scaling but like if its THAT big of a problem there's mods. HP scaling mods have been a thing for years. Btw this is not me shitting on your video. I actually really liked it. It was well edited. I just disagree with your opinion.
Hi so on the first take I see your point that there really is no time limit to the game and thus the game doesn't really force you to do anything but fight the mandatory bosses like Deerclops, Bearger and Antlion who will just ruin your base if you don't. And I think this is the best way to play the game which is to take your time. But my point was more of the game heavily incentivizes you to kill the bosses quick for you to see the newer parts of the game. Like a lot of the people that I played with never got to see the newer bosses and content when we decided to play it slow since they ended up losing interest before getting there. And as for ruins rushing and stuff, its just that when you don't do it on the first season, it'll take forever like at least next autumn (which is like 9 hours) to even attempt it again. Because its too cold on winter, too wet in spring, and you're really busy during summer (at least from my experience). That's what I meant by the game heavily incentivizing you to do things earlier than later. As for the multiple ways to tackle combat in the game I kinda agree with you but from experience, it doesn't always work out. To be fair to your point, I have only tackled bosses in three ways, Solo regular, 1 v 3 , and Armies. And the reason why I said that it doesn't always work is because my friends always hated it when I bring armies because it messes with the boss's aggro causing them to get hit more. I do agree that it made the game more fun in solo tho. Building a merman army in the caves was so much fun. As for how the bosses feel like bosses, I would agree if the bosses had more mechanics to them aside from their HP and Damage. Like in Hades where the bosses will always feel like a threat because they're move sets are very tricky to learn. And every boss fight in games will always become easier the more you learn it anyway. Like when DS first launched, Deerclops was so menacing that it ended everyone's runs consistently but as the community got better at beating the game, it became the easiest boss. But I do agree that the bosses in DS are laughably easy compared to DST but it never bothered me since combat was never an issue for me in DS. Yeah I do agree that mods help this game a lot when it comes to Quality of Life and stuff but convincing other people to go for it can be difficult sometimes from my experience. Like one of my friends refused to play modded Minecraft for years until recently where he opened up to the idea of a vanilla plus pack. Yeah I think my opinion was heavily influenced by the fact that I played most of this with friends. Meaning the game sessions can't go too long so rushing was the best option. And don't worry about it mate. I love reading other people's opinion on games. Because at the end of the day I love the game and I really like seeing what other people think about it. Man that was long lol.
@@JeyCansizit being more difficult to ruins rush in any season but autumn is something that goes for pretty much anything. It's a survival game and surviving in winter would be more difficult. U seem really focused on how speed run video makers play which id imagine would limit fun
@@JeyCansiz Bearger, Deerclops & Antlion aren't mandatory. They come to you yes but they give you a warning. When you hear that warning just run from your base, make a sign, aggro her, run to a safe place, deaggro her and then unload her and she'll be frozen there until you decide to face her or they despawn. For Antlion there's also a warning so just run to an area where you wont mind the sinkholes. I personally choose the land near the ocean. This is what i typically do in my world to avoid these guys because i have no need to fight them. I dont need my fourth bearger coat lol. But what are those "newer parts" exactly? Because you can do and see 90% of things without killing any new bosses. Think about it. Killing bearger doesn't unlock some new biome, he gives you a slightly upgraded backpack. Killing Deerclops doesn't unlock the one & only boat so you can explore the ocean. It unlocks a slightly upgraded umbrella to handle rain easier. Killing Antlion doesn't unlock the caves. It gives you a hat for easier decoration & an insanity button. Killing Ancient Guardian doesn't unlock the ruins. No boss stops you from doing what the games about. Surviving & conquering the constant. No boss stops you from making a farm. From making a lureplant twig/grass farm. No boss stops you from getting grass gecko's running. Nothing stops you from going out exploring the ocean & finding a waterlogged biome to make your summer base easier. Nothings stopping you from exploring the Lunar Island & getting new better foods. No boss is gatekeeping you from exploring the ruins or decorating your base. You could make a revive station. You could even make cool areas dedicated towards Bosses you've killed so far with their statues. Have heating/cooling or sanity stations around the map. You could go out & tame a beefalo or multiple beef if you want. The remaining 10% im referring to that actually unlock new real content are the final bosses but to be fair, they are literal final bosses. If anyone or anything should unlock a New Game+ it should be those 2. Sure but theres items to counteract the seasons. If you really want to do the ruins you can at any point. For Winter bring a beefalo hat, a thermal stone & basic resources for campfires. For Spring bring an Eyebrella or Umbrella if you dont have it. For summer, its basically the same as Autumn since its not hot in the caves. Those problems are made to be solvable. Idk I've never really struggled with a new strategy. On the off chance that 1% comes true & it fails you can just run away despawning the boss & respawning it when you fix whatever went wrong last time in your strat. Maybe you didn't use enough bee's for Crab King or maybe your tentacle pit didn't have enough grass protecting you from them. Just fix the issue and redo. Really? How? The way boss aggro works is that they attack the last entity that hit them iirc. Your minions should be always taking aggro meaning players should be getting hit less at all times. Even if its an AoE boss like Bearger where he'd attack in random directions, his attack pattern is still the same meaning your dodging shouldn't change. It'll always be 3,3,3,1,3,3,3,1. The only way they can affect your dodging is if theres too many of them & they body block you from dodging but if theres so many, for example, merms, to the point they start body blocking you, they should be able to just kill the boss themselves. I disagree on that. Only like 3 bosses are bullet sponges. Dfly, Toadstool & Enraged Krampus. But to be fair, Toadstool is a meme boss. You have to go out of your way to fight Enraged Klaus meaning if you're fighting him, you asked for it & Dfly is only turned into a bullet sponge because you likely put walls to remove the only mechanic she had. Every other boss in DST has unique mechanics that make them more than just HP & damage. Antlion with its unique spike attacks, arena & sandstorm. Scrappy Werepig with its multiple weapons to choose from that change the way you should face him. He also encourages using your environment to face him & even his basic attack requires a different dodge than just running straight back as per usual. Fuelweaver requires like a full inventory to even stand a chance against the guys mechanics. Klaus with his magical attacks & lunges which require timing. The shadow piece with their 3 unique attacks & forms. All the Lunar variants are also unique. I can understand denying big game changing mods but they even refuse QoL mods? Lmao if that was my friend id make him get geometric placement just to open his eyes to the glory of QoL mods. Surely he'd be tempted by perfectly symmetric bases? Yea i tend to yap a lot lmao. Most of my comments are long
I would definitely agree but ofc Klei is really good at making DLCs that not only expand the gameplay but also give an entirely new experience. So can't really say that I'm thrilled to not get those anymore. But at least it ended with a banger.
DST is just a LONG game, where every one has to come to play. With a bigger group It looks like a freaking D&D session, where I have to convince them for a week to sit for 3-4 hours to play one game, just to progress. (Also I have to be their mommy, because I'm the only one who knows what is happening.) I love it, but It's just VERY hard to play with others because of time
I don't quite agree with the game being purely a boss rush. It's certainly one way of playing it, but speedrunning never seemed that fun to me. Think of a new player; with or without friends you play with, it's still gonna be hard. Yes, more ways to revive yourself, but that doesn't help when everyone are dead. Getting insane for the first times (or even first few times) is still a scary experience, due to another thing I love about this game: its design, especially music and graphics. There are much more bosses, yes, but that doesn't mean you gotta fight them, nor do you have to be so quick about it. It's simply that once you've played enough, and playing don't starve alone does help a fair bit, surviving isn't as hard and that's true for nearly every game. Unlimited replayabillity doesn't exist; eventually you'll get bored of it. No, the combat system isn't amazing, and I do agree there is some shift in focus to bosses, but that isn't all the game has to offer. There is a sense of progression through killing bosses, which you inferred as "that is the true goal now", but these bosses don't go after you. Yeah you can get loot and access to new content, but some of the bosses are fun (in spite of the combat system) as they have unique mechanics that offer interesting startegies (unless you go online and look up the easiest way of beating the boss). From what I understand, that's more of a switch to activate "hard mode", kind of similar to the wall of flesh in terraria. And you can activate that stuff in the world settings if you want to experience it. In a sense the bosses are intimidating, and that fits nicely to the game. When you and your friends underestimate a boss, which could potentially kill everyone, that's another way of getting a game over. Some bosses have way to much hp and are practically unkillable solo (save for specific characters) which I do wish would be fixed. My point is, the game is still hard to survive in for a new player. To play along the seasons, occasionally picking a boss fight is a much more fun way of playing the game in my opinion; to simply take your time doing it. At least that's what I prefer.
@weedGato seasonal bosses don't have much health but kinda like your gradually get into the pool deeper until you feel comfortable fighting those bosses regularly or fiinding ways around like making deerclops fight treeguards to get his loot without fighting yourself which makes it fun to discover
i know people push the idea that you need to boss rush but to access all new content only five bosses are required (crab king, ancient guardian, shadow pieces, fuelweaver, and celestial champion)
I dunno i hav e1.2k hours and i still play it as a survival game not a boss rush game. If you want the hp to scale you can get a mod that tries to fix that issue.
Yeah I can understand that but my point was more on the game kinda expects you to rush the bosses since unless you want to experience the new content, it takes a while to get there unless you do it efficiently. And mods are a turn off for some new players is what I found. Thanks for sharing!
@@JeyCansiz to me at least, I think it's fair for the developers to add more late game content for well... people who actually get to the late game (which is something I really doubt most new players would go for) I don't think the game expects you to boss rush, I think it expects you to survive and gives you the optional challenge of boss rushing, something for more experienced players to work on once they get down the basics of surviving every season (but I can totally get kind of not liking some content being locked behind end game, I have 1.5k hours on this game and I've never stayed in a world long enough to go for cc.)
@@JeyCansiz I don't think the game expects you to rush anything, or even existing for the matter. It's mostly what you expect of the game and want to experience is what you put yourself through will be your real experience.
@@JeyCansiz good mods are amazing and mandatory, i feel like experiencing new content is subjective like... some of the new content klei adds I don't even want to experience cuz it doesn't seem worth it anyway, I just play for the fun and if I have decide to kill a specific boss then i'll do it and make it my new challenge
You really don't have to boss rush. Most DST RUclips creators make those type of videos but thats because its easier to turn into a video story. Playing at your own pace is easy since it's solo, play however you have the most fun. EVERY boss except 3 seasonal bosses are optional and even then, you can just walk away from base when being cratered and avoid antlion, you can basically ignore Bearger or let him kill himself easy, moose goose is optional. Deerclops is the least optional one but deerclops fits dont starve perfectly..your first run "ah big deer"*die* and then progress and overcome, like hound waves. Bosses are entirely optional and not needed to have fun, just dont starve.
The combat is definitely a problem, I don't even care about the HP balancing, it's just the combat itself. The bosses that you kite are OK, but 90% of the raid bosses are just a resource dump. I get that the raid bosses were literally designed to be fought with multiple people, that made sense in the beginning when don't starve together was just multiplayer don't starve, but at this point DST is the definitive version of don't starve and most people play this game by themselves, it doesn't make sense to balance the bosses in a way the forces you to bring weather pains and pan flutes to compensate for actual anti solo mechanics
I personally think this problem doesn't apply to a lot of raid bosses, a lot of them can definitely be done without sinking hours into resources but I can definitely see where your coming from. Crab king, Fuelweaver, toadstool, and bee queen all require a stupid amount of materials to beat But bosses like the nightmare werepig, Klaus, dragonfly, the twins, ancient guardian and pretty much every seasonal boss can all be done with just a walking cane, hambat, and occasionally some extra resources depending on the boss
also if you're really really sigma and very very good at the game, you can beat fuelweaver without weather pains, teleports or nightmare amulets! so git gud, or use excessive resources.
Saying boss fights is just hitting and kiting is a gross oversimplification. Especially with the older bosses, it takes a wide array of game knowledge and mechanics to effective kill bosses even as 1 person. Take, for instance, toadstool, which sure part of it is hitting the boss, but the actual challenge of the fight is that he can both spoil your hambat or healing food, as well as spawning trees buff himself. The real fight lies in coming up with creative strategies (e.g. moon glass axes, fire, weather pains, or any of the character specific perks) which I think fits well with the sandbox element of the game. Even your criticism of dragonfly is disingenuous, as RoG dragonfly is solely that boring hit and kite fight, but the DST dragonfly presents new challenges with his buffed enraged form and his lavae minions, and the beauty of it comes from the various mechanics you can use to get around it (ice staves, flingos, walls, or just killing them as they spawn). Sure, the game isn't about perma-death, but that's okay. There's a reason they made DST it's own separate game rather than chipping away at original DS's charm.
I mean it’s not really a survival boss rush game, it’s more like a sandbox survival game on steroids once you bypass the skill wall of “survival”, once you can survive indefinitely by well being good and knowing what you’re doing, the game goes from “how can i survive” to “what can i do in this world”. Which is why after i did finally kill all the bosses the game has to offer, i fell in love with mega basing and challenges, don’t forget about mods, while yes the combat stinks, klei has been giving it some fresh air with the recent bosses having different attacks and using different mechanics so it’s not just “hit, walk”, so i’m happy for that. (I have over 400hrs on console, and now 138hrs on steam)
Nice vid. You have a good point with the HP scaling and the not immersive combat. But the game isn't about rushing bosses, all of them are optional, even the ones like deerclops, you can just lead him away from your camp. The bosses are giving the game a risk and reward factor, "if you have the guts to hunt this big thing down then heres a cool hat". And the content you are talking about is the special late game stuff that is supposed to be for those who mastered the game and are looking for a new challenge and unlock much greater risk and reward factors, "if you do this you will get acid rain, but heres a cooler hat". After all it is a survival sandbox game and i would recommend it for people who likes challenges, after all the game still doesn't tell you a bit on how to play, it just gives criptic hints on the loading screen and the crafting menu.
Thanks man! And yeah I also love how cryptic this game is and how it uses different mediums to tell its story and give out lore. Klei puts a lot of effort in their attention to detail. I do disagree that the later content should only be for those who have mastered the whole game since it does add a lot of cool things to the game and I wish more people could experience it. And I also think that the bosses locks you out from a lot of things in the game or makes it more difficult for you later on if you don't kill them. Like not killing deer clops will make spring annoying, not killing goose will make summer a constant battle for cooling your stone or eating ice for the whole season. Thanks for sharing your option btw, I love reading these.
@@JeyCansiz True, not killing bosses has drawbacks but technicaly, there are alternative methods which are not as good of course. Something i dont like a bit tho is that how they neglected one of the core features: seasons. The coolest part of the game is how the world changes around you, but the most significant thing they added with the seasons in mind was that you can slip on ice in winter which is funny but nothing special.
I was watching it like it was a video with 500k views, satisfying video man the edits are clean. I love the game to the point of nostalgic adore however I have a group I’m trying to teach play but it’s so difficult to explain what to do when they inevitably ask
Thanks man I appreciate it! But yeah explaining how you do it efficiently is really difficult sometimes when its like second nature to you at that point.
@@JeyCansiz I think it's impossible to answer the "what to do" question. Like, if you don't just have a goal in mind for a playthrough, you're bound to be bored and never play don't starve ever again, you NEED something to work towards in a world, beating every boss, making super cool farms, making a mega base, but if you don't have anything to work towards except surviving, the playthrough has no ultimate point and a way to keep you interested and invested in it.
2000 hours and I fully agree. I dearly miss the old vision for DS Beta where you were supposed to avoid combat and use traps more. I know you can technically just not do the boss rush stuff but the core survival is just really easy once you know anything about farming.
It's not that different from singleplayer besides renewability and places you should know to find food. Bunnymen basically take over most hunger and required damage to clear anything and everything since they drop two carrots and meat or puff in singleplayer basically the only and best food source since farming sucks there a lot. Multiplayer fixes a lot of issues with singleplayer by having the player engage a lot more into exploration and food production, renewability now existing for digging mushrooms gives basically an infinite food source. Have enough pigs to chop birchnuts and you got plenty of trailmix. Or play/swap to characters with food production perks or automations.
A few notes from me: - this "boss rush" mentality is a waning issue. The idea that we must rush bosses is really only something created by the community. You can have plenty of fun without rushing through the game. - A lot of the step you laid for ruins rushing are kind of... strange? Dragonfly drops useful gems, sure, but you will get those gems when mining thulecite anyways. When you rush you typically don't have much inventory so you really aren't gonna need every gem you can get. - Although I agree that having no boss hp scaling drags, DST allows much higher dps than the base game through new items and survivor mechanics, so if you have a team of 3+ people (or are playing wurt lmao) bosses will drop pretty quickly. Toadstool is a statistical outlier. My take is that it should really only be recommended as a coop multiplayer game, or to fellow "masochist" gamers. And ignore anyone that tells you how you "should" play the game. Personally, I spent an entire season farming beard hair to make into carpet and I had a blast
i think the kite system will still be the main source of damage, but in dst klei changed all characters to fit the multiplayer style and added other ways to deal damage as well. Wurt, webber, maxwell and other caracters for example, do have an arsenal to use, Wurt with her merms, webber with his spiders and maxwell with his shadows. All of these mechanics to not keep kiting all the time and kill dragonfly much faster for example. i dont think i speaked too good since english isnt my main language but i hope someone understands my point.
My problem with DST is that they messed up BAD with the progression. The game was made so you learned stuff by experimentation like trial and error, but even basic stuff like magic often stays under the radar for players like me that dont usually bother dealing with that until i am somewhat stable, and you have tons of new content that players, new or even intermediate, wont go ahead and explore these alternate mechanics that give you a leverage in surviving the weather or the bosses. In DS (RoG), the difficulty was very balanced and while there were times when you were under stress managing resources, there were times you thrived and explored other parts of the game with your spare time, expanding your overall knowledge and confidence about the items, seasonal events, strategies. Shipwrecked tackled exploration and Hamlet had a fast-paced rythm that encouraged taking risks, both being well balanced in terms of difficulty. Meanwhile, DST overloads new players even with the basic progression, with thrice the amount of items and the tanky bosses, a combat that focuses more on alternate content that you literally aren't given time to discover in solo, making it so you get absolutely wrecked after your first discoveries and lose interest, and you need to push through a lot of boredom (and youtube guides) just to survive the passage of time, let alone the mid and late game content that requires information you literally need to google like the crystal you need to acess the archives, good luck figuring that out without a guide. Even the multiplayers suffers from this, and its not uncommon for players to live in the bases taking care of stuff like farming which is incredibly attemtion demanding. Only after you sink like a hundred hours you can start getting confident about the game's mechanics.
first of all very nice video i enjoyed it and agreed with some of your opinions on this game, yes it does feel like a boss rush sometimes and yes hp scaling would be amazing to have in this game and not drag 10 people into a server just to beat a boss. for the boss rush argument yes it kinda is but you can do any boss at pretty any time you want meaning you can prepare yourself as long as you want to and second of all it's still a survival game where it's pretty endless until you do a bad mistake! again i really enjoyed your video so keep up the good work!!
An hour after I posted this, I reconsidered how I phrased certain things and made some edits. No matter what DST's store page says, Klei have come to treat it as a separate game and a sequel to boot. Don't Starve (Alone) is a completed game that may still get another expansion IF Klei ever have the inspiration for it and may get QoL updates again if they wind up fixing the same bugs in DST, but it's not getting more features because it reached the end of its development and their inspiration for it. And it's not getting the features Klei are adding to DST because those features are designed for a different philosophy. You even point out that they were developed under different design philosophies, even if you're wrong about what DST's philosophy is. Most of the content additions to DST aren't appropriate for DSA's design philosophy. New revival method 1: Florid Postern. Turn it off to enable permadeath. It's right there in the options when you're setting up a new world, or adjusting an existing world. Permadeath in this case means the complete loss of progress if no player is alive and none can access a method of revival in time, fundamentally the same thing as in DSA. New revival method 2: Telltale Heart. For a duo of new players, or if somehow a new player is having to try to revive a veteran, this is a very painful method. A living survivor must sacrifice 40 HP, nearly a third of Wilson's max HP. Not only is the resurrected player in bad shape after their revival, they've lost 25% of their max health until someone can craft and administer them a Booster Shot. This is going to be trivial for a veteran, but the same goes for making sure there's an available Meat Effigy in DSA. For new players, though, it's quite likely they don't have 8 Rot lying around. It may be easy to acquire, but the consequences are comparatively brutal. New revival method 3: Second Chance Watch. Wanda is overpowered. She's overpowered in terms of the damage she can take, the damage she can deal, travel, and yes, revival. You're just going to have to agree to ignore her if you and anyone you're playing with want to experience a tense survival challenge. And this item can't be crafted if no one plays Wanda. New revival method 4: Winona picking a rose Charlie has blessed. This is death avoidance rather than revival, but close enough. I'm pretty sure this only works for Winona. She can't share it with others nor revive others with it. And if you consider it a problem in regards to tense survival, then agree among your peeps to not play Winona. The big difference in philosophy, the fundamental thing that sets DST apart from DSA, isn't the accessibility of revival methods. It is the accommodation of long term worlds and megabase creators. Klei have explicitly said this, and it shows in almost all of their updates. DST worlds are meant to last well into the hundreds if not thousands of in-game days. The claim that the game puts pressure on the players to always be getting ready for the next boss is largely nonsense. Klaus doesn't spawn in at all unless you manage to jump through a few hoops to provoke him. Like in DSA, the Ancient Guardian in the ruins minds his own business until you invade his arena. The shadow pieces don't spawn unless you make them. Eye of Terror doesn't spawn unless you make it. Fuelweaver doesn't spawn unless you make it. Celestial Champion doesn't spawn unless you make it. Toadstool doesn't activate unless you make it. Crab King doesn't activate unless you make it. Malbatross doesn't spawn in unless you perform a specific action, it's only chance based, and there's a frustratingly high chance it will fly off and despawn before you successfully provoke it. Antlion actively rewards you for appeasing it rather than killing it. Bearger only aggros if you have honey or something related to honey, and because he doesn't despawn, he can be lead away to some isolated corner of your world and forgotten about. Or visited in the Summer and Spring to collect his passive sheddings so that you can craft his items without actually killing him. Because yes, Klei designed his DST version to be optional. The only bosses that force you to deal with them are Deerclops and the M/Goose, and the latter doesn't actually attack unless you attack its moslings. The only reason I'm even listing it here is because sometimes trying to avoid its moslings can be pretty tricky to do... unless of course you settle somewhere the nests don't spawn such as the antlion desert, which has numerous other benefits. So, uh... it's just the Deerclops that refuses to be ignored. The content after Fuelweaver and/or Celestial Champion and even leading up to Celestial Champion is dangerous, disruptive, and where a lot of developer focus is. Heck, the Fuelweaver fight is really complex and is even tricky and time consuming to get to without cheesing it. You're not expected to rush to that content as fast as you can. If anything, you're punished for that. There's more dangers than rewards in the Rifts content, and most rewards are specifically meant to combat those dangers. You can even decline to activate the rifts if you'd rather keep preparing and want to fight the associated boss again first. Careful preparation is encouraged far more than rushing. If you see all that and think this is a game where you're supposed to rush from one boss to the next, then you haven't been paying attention. And if that's not what you actually think (I've been reading some of your comments), then you're lying in the video. "The Dragonfly drops a lot of essential gems that are required for you to have a successful ruins rush." This is completely false. The only thing you need for a ruins rush is food, some armor, a lantern, and some weapons which probably include a hambat so you don't have to bother with crafting more for a while. You gather lightbulbs for your lantern on the way. Any early gems come from the ruins itself. Consider why you are you doing a ruins rush, anyways. Dwarf Stars are a luxury, not a necessity. There's plenty of ways to combat the cold, and firewood isn't scarce. Heck, trees don't stop growing during winter. As for getting to enjoy the story, barely any of it is actually seen in game. It's just allusions to the story, really. The story is actually presented in Klei's "shorts". (Man, that has developed a far different definition since Klei started making those.) Playing the game does almost nothing to help you keep up with the narrative. While I'm not a fan of that style of storytelling, it does mean that keeping up with the story is irrelevant to the gameplay, and vice versa. Meanwhile, getting to see the new content doesn't require playing through the game "in the most efficient way possible." Most of the things Klei adds to the game are designed to generate into existing worlds. You rarely ever have to restart to get access to new content. You can keep playing on your existing world and use what you already have to get to whatever is new. There's also a lengthy amount of time at this point between the few updates that do necessitate generating a new world, so... the impulse to rush is either coming from a misunderstanding on your part or is simply your own impatience. Saw this in one of your comments: "Like a lot of the people that I played with never got to see the newer bosses and content when we decided to play it slow since they ended up losing interest before getting there." This isn't Klei designing the game to be rushed. This is your friends not really gelling with and liking the game. It's not for everyone, and cracking the whip on them isn't going to make them enjoy it any more than they already were. Or maybe they're not having fun because you're dragging them along to fight bosses instead of letting them arrange a garden or something. Who knows? Only you and they could figure that out. You reveal the real problem at 9:48. "Unless you're willing to put in ALL of those hours, and put SO much hours into learning the whole entire game and how to do boss rushes and how to do all of these efficiently, you're probably going to take forever to see the new contents of the game." This means it's not just your friends. YOU have neither the attention span nor the patience for a long-form Don't Starve game, and Klei, in their patch notes and news posts and whatnot, have made it clear DST is meant to be long-form. You having neither the attention span nor the patience for a long-form Don't Starve game is fine. Everyone has their own list of things they like and dislike. But now you're trying to argue Don't Starve Together should be something else entirely from what the devs have clearly stated is their intention because it doesn't suit you. That crosses a line. You're now trying to police what other people enjoy.
There is a list of Don't Starve Together weapons that can spice up the combat mechanic if you think hit, hit and evade is boring: -Alarming Clock -Thulecite Club -Elding Spear -Shield of Terror -Tail o' Three Cats -Boomerang -Blow Dart -Sleep Dart -Fire Dart -Weather Pain -Seedshell -Brightshade Staff -Tooth Trap -Bee Mine -Brightshade Bomb -Battle Rond -Trusty Slingshot -Ice Staff -Fire Staff -Howlitzer -Gloomerang
15:55 since you mentioned "war of attrition", yea the boss fights are more of a checklist of things to prepare: 4 helmets, 2 dark swords, 10 perogies, 10 green shrooms. You usually overprepare and the food at least spoils so you need to prepare a new batch.
i love in this game how you dont really need to fight the bosses yourself, like i normally dont fight ancient fuel weaver but instead i blow him up using gunpowder. if there was health scaling i would definitely try fighting him normally but rn it is just too much for my brain. btw who kills dragon fly for gems before going to the ruins? i just get the gems i need from the ruins unless i used the gems required for something i wanted
i keep forgetting gunpowder exists, i only really use it in solo to blow up obsidian boulders and in dst for cannonball fodder to farm fish with wicker's books lolol
As someone who still plays solo DST like it's Don't Starve, barely go into the cave before the second year, and whose only boss I try to fight are Deerclops and Goose/Moose, I don't really relate to this video, although I agree it does feel like the devs are adding content for players who play the game like you do. I'm always surprised when they keep adding all those bosses when I haven't actually fought 5% of them.
Honestly, I feel like Klei has been buffing characters lately to kind of fix this issue, as well as adding more to the combat. With the skill trees, unique weapons and systems, they're definitely making the combat more fun, but I still agree with this video. Honestly, I often don't focus on the combat system, but rather view it as more of a base building game where I can build death traps for the bosses XD. But also, it's really hard to get people to play with me because they find the game too tedious
I played this game for more than 3.8k hours at this point, and I can count with one hand how many times I've met Celestial Champion and the lategame stuff Klei added recently, considering all of that I must say... I'm not happy with it. Even tho I'm not a Wormwood or Warly main, both of the so called "characters for base", I still only find comfort staying at my base and doing my best to survive, which I think it's the main thing Klei is having plenty of difficulty to maintain. If we're gonna speak about combat, it just sucks, there's no denying that, and I'm not even talking about the lag, the game wants you to improve in a fighting manner which just composes of, like said in the video, hit hit hit dodge hit hit hit where it worked perfectly in DS since combat was usually your defense tool, not for engaging on fights, but now on DST with the new addition of bosses (which I'm not gonna lie, they have potential and a pretty solid moveset) and the planar damage they went on a path I'm not really sure I approve since it is just a incentive to players boss rushing their way for the new parts of the main storyline and new loot. Take more care for your game, Klei.
in all honesty the best i can describe this as is "skill issue" while the combat isn't the best and the several DLCs in solo have their own branches of variety in content for survival and offense, the updates unique to DST also allow for more engaging combat with a good set of characters (though holding F is still a significant portion of fights regardless); wendy gets bonus damage from abigail in exchange for taking on the responsibility of protecting her sister in combat to maintain that additional DPS, woodie has a combat-specific transformation that allows for tanking and offensive movement, wigfrid is wigfrid with the addition of weapons that can either charge attack or parry, maxwell steamrolls anything with either 10 or 100x the hp to that of the basegame, gambling sanity in the process to expedite the process, wanda gets a stupid watch she can make basically day 1 if she gets help from another old woman, wurt engages in biowarfare, wickerbottom weaponizes the power of words by casting spells summoning cthulhu, lightning, or the fuzziest bees known to man, and so on i'm sure plenty of other people have tried to make the same point, but yeah, while it's a bit of a bummer the atmosphere was done away with by the nature of multiplayer, acclimation to the gameplay loop had likely done the job for people in solo long before its debut
Not scaling the health of creatures based on the amount of players in the server to any extent is a baffling design decision. I used to be really into the original Don't Starve and I've played DST a fair amount, but I had so little fun fighting the same boss for, like, 3 in-game days, I had to give up on the game eventually. There are cheesy strategies that let you get things done quicker, but it still feels like the original DS respected the player's time way more.
Personally, I just play the original Don’t Starve and I love it. I fight seasonal bosses and have never rushed the ruins successfully (I’m not a gamer normally). I did try to get my kids to play DST with me, but it ended up me just taking care of them to keep them from dying (kind of too similar to real life), so I didn’t really get into it. If I wanted to fight bosses, I’d play other games, I just like the gathering, surviving, and exploring of this game. And learning new tricks that help me do better job every time 👍
honestly DST in recent years feels less and less survival and more just doing chores and remembering to get healing food every season to fight a boss where the best strategy is to face tank, that and how darkness has been slowly becoming less and less important like WX being able to in 4 days get semi-permanent night vision. In short the game has a ocean wide amount of features but only a puddle deep, theres really just no depth to most of the systems. For farming you just do a tiny bit of maths and balance it out and congrats you never have to worry about anything other than watering again. Bees are a bit better since you need to keep them a decent amount away from your base during spring, even the combats pretty simple just go in for on average 2 hits run back hit again 2 times or just tank through them. Mix the combat issues with the fact you just dont have a choice when it comes to fighting and you either kill deerclops or lose your base and you're left with an unsatisfying system which is really easy to learn but with a few playstyles which are to be fully honest unbalanced cheese.
It's a survival puzzle game. Once you solve "how to survive" you've beaten the game. It's not going to keep adding complexity to the basics, because, if you remember, in the beginning it seemed impossible to solve, now it's easy. It being easy is the reward after it was hard for the longest. But it's a puzzle. Knowing what to do, that knowledge, not having it. That's a one time experience. Its not gonna go backward. Just cause you start a new save.
@@honaleri and once u know how to survive and you've beaten the game u can then add mods that make the game harder or play as a character that's hard to play
Don't starve Adventure mode is also immaculate, frankly. It is just such a fantastic way to test your general survival skills of Don't starve and it focuses on the core mechanics of the game: General survival (with some combat), Winter management, Food management, Night management. Also a huge focus on early survival which you get to experience multiple times in Adventure mode, whenever you enter a new world. This is such a pain point for so many games I play, when the final boss or ultimate challenge has little to do with the rest of the game. Like how Hyperbolica suddenly just has a real-time boss fight, an end like that is not something that has been build up to by the rest of the game. Similarly, Don't Starve does build up to Adventure mode, but Don't Starve Together does not build up towards Crab King.
This suddenly explains why I always had a hard time committing to any DST run. That and the amount of bullshit that can punish you for basically nothing. My group once got attacked by dogs in the night or as morning was fresh, meaning our firepit was burning and necessary, but the hounds caught fire running through it and our entire camp was destroyed on RNG. We all got too demotivated after that to continue the run and quit playing for the day. This was an interesting perspective on this game, Thanks for the video :)
I dont really agree with the implication of DST being a boss rush. It is a way to play it of course and probably the most optimal one, but it is to mandatory. I've played like 350+ hours and not a big fun of boss rushes (maybe Im not that experienced enough with boss fights but at least I can withstand Seasonal ones). For me the game is more about the basebuilding, preparations and care for new players. It is just an example of a way to play. About fight mechanics, yeah you're right, its old, boring and tedious. For me it fits game's atmosphere, but in general case it is still bad. Still Klei tries to implement new fight mechanics in new bossfight and I hope they add hp scaling for the bulkiest bosses too
Man, I still remember playing Together the most(I think I can confidently say that out of 389 hours that I got in the game, most of it were from that period of time) during the alpha/beta back when the main menu was just grayed out base game's background and we had like 5 or 6 characters available by default. It really felt like just "Don't Starve but multiplayer" instead of "pretty much a separate experience from Don't Starve".
Yeah, I played with a mod that does reduce health of enemies to solo friendly levels, and even with that some bosses like Celestial Champion and Bee Queen were still time consuming and tedious and not worth the effort of fighting, I've tried to get back into it and after making it to Summer I hit that point of ennui of not knowing what to do now since I had no desire to fight 90% of the bosses since I've done most of them once already and that frankly was enough. Personally the live service and mtx side of things bothers me way more than most people and I would frankly prefer the skins system not exist at all, and with it being live service of course means its getting changed in ways that often can feel superfluous or uninteresting especially if you came in expecting Don't Starve and instead got budget diablo, its why I loved the reap what you sow farming update but have very little interest in anything else added by DST.
EXACTLY THAT. Man I was so mad when Klei just abandoned DS in favor of DST! Like, what about those who doesn't have friends to play with? Do we not want the story? YES WE FRIGGIN DO, KLEI, YES WE DO! But nope, the story is now multiplayer-exclusive, apparently, forcing lone players to download overpowered mods to have a solo fighting chance against multi-buffed bosses, which kinda devalues the experience. From a player with 2000+ hours in DS and 600+ hours in DST - thank you from the bottom of my heart for this video
Klei locks new content behind bosses and other stuff to not overwhelm the new players. Imagine just starting the game and, before you could even learn that darkness can kill you, you get jumpscared by lunar rifts and a giant amoùnt of mechanics.
I can't get myself into whole boss killing thing and so even though I loved this game for very long time now I can't make myself play it anymore. The main issue is that new content is locked behind those bosses and those multi layered advanced buildups. It's just too hard for me. Also doesn't help that dedicated modded servers are now much worse than they used to be content wise and players tend to leave after just few season changes. Everything you build is gonna feel meh coz what is the point of making nice base when everyone will leave after winter or maybe spring. And from initial 10-15 players you'll end up with just 2-3 before they too leave. I also noticed ppl are way less social than they used to be on those servers and even their nicknames ( ok I know this seem superficial but still ) are way more blant and boring. Like I don't feel like person whose nickname is Ngyun81354 makes me feel like i'm playing with actual people . Like I don't think I matter to them. I am not emotionally invested and I should be for a social game that Don't Starve Together is suppose to be. There is much bigger cliff gap between novice and boss rushing advanced players. There used to be much more in between. Like I used to feel like i'm doing significant contribution killing Deerclops. Now either noone helps me or can't coz of lack of experience OR there is this one guy who can solo it easily like it's not social game at all. Idk it's just...it's really not how it used to be even though game technically only improved. But people on servers really changed too much. it's not same anymore. I still occasionally join servers just to see if anything changed and collect skins although idk why coz I don't play enough for it to matter. I want to love game and experience what I used to in this game. I really miss that but it's not there. Society changes over the years.
It is true that this game feels a lot more boss rush-y than the original. The issue is when i do solo dst runs i get so bored cuz there is literally no mandatory boss fights save the Deerclops so when I play as a pure survival game like the original all I do is resource gather for winter, do Deerclops, then get bored. Now I just may play the original more at this point cuz if I want to do boss rush I will play VRising or Terraria, and the vid makes me feel better that there is others with the same frustrations towards DST
I'd have to agree with the combat. It's VERY boring and while some bosses are trying to break the mold with new phases and mechanics, it all just boils down to: Hit X times, dodge, repeat until dead. My one major gripe about recommending it to new people is that the game has 0 tutorials or helpful tips to help you progress in any meaningful way and the whole "death is part of the game" aspect doesn't really apply to any decent degree either when you say, get to the summer year 2 and then die and lose all your progress because you've used all your touch stones and just so happened to forget your amulet back at base. Even seasoned veterans like myself still struggle from time to time. While I might not be the type of person to solo kill bosses with 20k+ health, I can still survive the world indefinitely given I set myself up properly in the early game. I think a Darkwood quote fits really well for this game: “You are playing a challenging and unforgiving game. You will not be led by the hand. Respect the woods. Be patient. Focus.” Stray from that ideology for even a moment and you'll be blindsided by the most bizarre, random shit from absolutely nowhere. You can't afford to rush and you can take nothing lightly. Perhaps a quote similar to Darkwood for this game could be along the lines of the following besides and "uncompromising survival game". "The only Constant in this world, is death. Everything is out to kill you and nowhere is safe. Gather supplies, tend the wounded, and whatever you do, don't let the light go out." (In the end it tells you the name of the world with a subtle hint, the "Constant", tells you what you should do in order to keep people safe(r), and warns you about the darkness without outright telling you to "make a fire to not die on night 1".)
Didn't mention it in my original comment and didn't want to edit it, but without a wiki of infinitely useful information of both items and game mechanics, you would literally be struggling for well beyond that 250-ish hours it says you would. I dare a single person to pick this game up blind and defeat every single boss without so much as a breath of a word from the wiki or what to do. Guarantee you they'll be stumped before the end of year 1 in summer, either through their constant deaths weighing on their own conscious mind, making them feel like trash for failing so often, or the sheer lack of information readily available to them to understand the game they're playing.
AGREED. btw Wigfrid just got the best update ever, you get a shield, you can block with it, and it might not sound like alot, but it makes the combat SO MUCH MORE FUN. And yes BOSS scaling is overdue. I don't know why they haven't done that
Really well done video, especially for a channel your size. I agree with how you said DST feels different, I think the main issue is that it feels really corporate now. The original don't starve felt like this cool little survival game made by a few people, now it kinda feels like a "monopoly" if that makes sense. The original feeling is gone, and it feels like the only thing people care about in DST is just being really skilled/efficient, making the best farms, doing boss rushes etc.
I have to disagree with the boss health mechanics, considering that we get a whole lot of tools we can use to fight them and plus the characters now with reworks or set skills and powers to deal with them. Before any of that, there's only been Wolfgang and lots of minions to support fire at the bosses, primarily people had used bunnymen and they are still as efficient at killing as they were before. Second, nothing is required to be rushed or done and everything can be done in own pace. Can have a semi relaxing survival experience of DST feeling like stardew in a way while you get option to increase your base's comfort by killing specific bosses and figuring out the best ways to cut down on their healths. I've played for 10 years now and got 9k hours in multiplayer I can tell you that, for sure, that new or recently started playing players should ever follow other people's made metas or their ways of the game. I enjoy sometimes rushing for things and other time just chilling, farming, gathering for supplies. Find own ways to play the game basically.
i absolutely love dont starve and dont starve together, but ive only had one friend actually stick through the learning curve to start enjoying it. i love how punishing it is, but my is it difficult for newer players to actually get into
the funniest part is klei can make very engaging fights with the said fighting system, take fuelweaver as an example, its just that they don't necessarily focus reworking their bad and boring bossfights. Plus a good portion of the game community would bite off their faces if they down scaled most raid boss hp. I guarantee you that if this won't be a toggleable setting, the amount of backlash from a 5k-10k hp dfly or beequeen will be crazy.
@@Apple80089 Fuelweaver is really fun once you learn the fight, the issue is that the mechanics used in it by speedrunners in a cool manner probably aren't intended ( dodging bone cage and luring away from woven shadows ). Most people don't really know about these things since it's pretty hard to figure out unless you fight Fuelweaver a bunch of times.
While I agree with some points you brought up, there is a really easy way to fix the HP issue, I am playing with a mod called HP scalling which makes the health scale with the amount of the players and its really good. I really recommend it. You might think of it as a cheating, but I think its just a good QoL.
With the original ds I felt challenged, the fear of losing the save was fun, the possibilities were great with the dlc's it wasn't limited to one server, the dst we spent months waiting for content updates... this is the second time they changed the characters (maybe they don't know what else to add at this point), and you know, I'm a bit missing more relevant content. The world (ROG) that was used as a base already seems so polluted to me that it no longer seems to have anywhere to put things. I miss new mechanics and a new world to explore. Dst started well but now seems very far from the original essence. The original game had a lot of potential to grow, but it was replaced by a service version that took away all the essence.
I absolutely loved the original don't starve, but I could never understand why I just simply couldn't get myself into don't starve together, and I couldn't exactly tell you why so
There's a mod for scaling their HP on dst, it's insanely high! Most of the times I am the only player who can really fight the bosses among one or two of my friends
Honestly, most of the problems you listed can be fixed by playing single player alone, or with just 1 or 2 other friends like what i tend to do, then you can enjoy the game more without other people, then its not a boss rush game and you can go your own pace, out of my 1k hours in dst i can say that maybe only around 10% was in public servers. Also when you say its not great for new players i disagree, its perfect, the idea of being put into a world with no guide is amazing and dst does it perfectly. The game is way more fun for new players who just picked it up and want to explore, what i would say is the game is worse for older players who played since 2013 as the game isnt adding to big of changes to keep old players interested only small changes. Also one more thing i must say is that dst is meant to be a punishing game, i honestly believe that the game is more fun or challenging with the idea of limited revises or none.
The game is great when you can just find other players at your skill level and ball, but when you're extremely skilled at the game, and you get a friend to try it with you, they usually just don't understand it at all. New players and old players enjoy totally different aspects of the game.
I'd always recommend Don't Starve before Don't Starve Together. If not then I'd most likely recommend the steam version, that way you can use certain mods to adjust mobs health, especially some of the bosses, sense It'd be hard for newcomers to deal with a DST Deerclops compared to a DS one. And I feel that if you're playing Don't Starve you are SUPPOSED to eventually die when new to the game, it's basically punishing you for your mistakes, therefor you won't try and make the same mistake twice with the heavy risks.
The problem is that playing solo is hard because of bosses, to fight someone with 10000 hp and 27500 and 50000 and 99999 its hard you need a lot of time but even this is a interesting part of the game
it's only a boss rush if you want it to be a boss rush; boss items are good but not needed to survive. most of the history is coming from the shorts klei releases while in game they are minimal and one youtube video gets you up to date. mods allow you to modify/fix/spicy you game anyway you need so klei really don't need to waste time with the small stuff the cummunity can fix themselves, too hard/long battles for you? pick a mod and be happy. and finally the new bosses like the nightmare werepig add more to their fights than just pressing F and dodging. dragonfly is the first raid boss and even then she was suposed enrage and use her kids mid fight and the wall cheese/ pan flute is the only reason her patter is just hit and evade, that girl is a different beast when you face her properly. i hear you on those points, but the truth is that we got answers to them ages ago
You know, you always can play alone. In survival mode you have same amount of resurrection options just like in vanilla DS, except life giving amulets are viable in DST, but... You need to survive untill you can craft them in the first place.
DST is a wonderful sandbox to make the game what you want it to be, imo. if you think its too hard.. just make it easier via world generation settings or MODS. problem solved. you still have all that content for when you are ready for it tho. so i will leave you with the immortal words of maxwell gaming: "there is NO reward without a learning curve. NEVER FORGET!"
Same Its just so complicated I walked up to some lava on day 3, got hurt "Okay, i wont go there" Then Dragonfly came along and killed me DO I HAVE TO GO ALL THE WAY BACK 😮💨
Well, i hardly disagree with the 2 main points Balance and context For the "scaling hp" it's not as simple as that Yea, the game expect you to play with other people and not alone, and some bosses are a pain in the ass to deal with alone, most of them takes way too long to kill But it's not as simple as Terraria does, like more people = more hp the boss has, cause depending on the boss is not only the attacks that changes but the entire fight, for an example, have you ever tried to kill Ancient Fuelweaver, Celestial Champion or Toadstool? Simple bosses like Dragonfly, deerclops eye of terror and others you can easly cheese them with 2 people playing, i've killed Dragonfly in 3 minutes with only me and my friend playing, but Ancient Fuelweaver, Celestial Champion or Toadstool BOOOOOOY THESE ARE HARD They are already so so hard with not the normal hp even with 3 or more people, imagine with hp scaling Some bosses in this game have so much mechanics to deal with that scaling hp would be *PAINFUL* and frustrating to play And the context, for the 3 sidepoints of this The game being a bossrush Uuuh... No? Again, it's not like Terraria, that if you kill a boss a bunch of new things will appear in your world, everything will change, has hardmode and pre-hardmode No, if you kill a boss you've killed a boss, some of them are necessary to spawn other bosses but most of them aren't I have a world on day 150 with my friend (mentioned before) that we killed like... 5 bosses, cause we don't wanna rush bosses, we just wanna have fun, the game don't force you to kill any boss that isn't season boss like Deerclops, Antilion or Bearger, cause except for the final bosses like Celestial Champion or Fuelweaver, nothing changes if you kill the bosses or not The game force you to do a bossrush Nope To kill Celestial Champion you only need to kill Crab King before And to kill Ancieny Fuelweaver you only need to kill Ancient Guardian and Shadow Pieces before Bro, if the game releases a new "final boss" and you want to kill the FINAL BOSS, you'll not begin in end to kill the final boss as your first boss The gameplay For me at least, is simple and works pretty great, i'm sorry but i would not play the game if the gameplay was like Risk of Rain 2 (the game in your background) I like complex gameplay, so much. But sometimes i want something ""simple"", just survive, attack, dodge and relax And Don't Starve do this perfectly Btw was a nice video, i really liked your editing
I've agreed with boss HP scaling for a long time, but the game is far from a boss rush game. It's a tough as nails survival game still, and boss rushing is just a small subset of that for players looking for a challenge. Combat can get pretty stale, it's true, but it's still not the focus of the game in my opinion. That being said I still liked your video, I appreciate new opinions in our community a lot lol 💜
Nice to see a fellow Outward fan. I really liked it even though the combat can sometimes feel unfair and you're incentive to cheese certain fights with traps instead. I do plan on talking about it at some point.
Hah, Traps are not cheese! I remember a time where I built 50 tripwires in a line to kill the Royal Manticore... It failed, but it did hinder the boss enough to be shot down with arrows then maced. Good times!
Boss rushing is hella fun though. Getting a perfect autumn (Assemble Marble, Ruins rush, DFly) is so satisfying and this game has some excellent boss encounters. Sometimes, I just try to use really stupid strategies against bosses. I've punched DFly to death and used piggies.
First point: Basically nothing changed if you play alone Second point just self-destroys because it's a positive rather than a negative when it comes to DST Third point: actually nothing changed in terms of survival. Nobody forces you do to bosses. Its just your mindset that changed. I started playing in DST and it was the same experience you described, just harder and with something to do after the game is no longer challenging to survive. You repeat "have to" multiple times when in reality the game doesn't force any of the hard bosses on you Also 34 hours is a gross overestimation of the game's length if you are "rushing bosses" And yes, the game is hit-hit-walk, you know, except for literally ANY hard boss (klaus, ck, cc, fuelweaver, shadow chess pieces, bee queen and toadstool). If it was so easy, would you agree that the combat system is punishing in the comments?
"dragonfly is easier solo" Personally, I don't play multi-player games because it makes them easier. I play multi-player because it's fun to play games with friends.
to be honest the combat is not DST's main problem. The main issue is really how unintuitive a lot of key features are without spending hours researching wikis or guides. Having to explain weather, temperature, sanity, crockpot recipes, darkness, and crafting recipes makes the combat just one more complication to the game. DST is a great game, but it feels like you need a phd to play sometimes.
Comparing Dragonfly in DS and is DST is just isn't correct, in the DS it's a seasonal boss, boss that you will face no matter what you're doing, that's why she's so weak, and in DST it's a raid boss, boss that stuck in one place and will be fight with you only when you choose
either i enjoy my time with the cheat engine on endless gamemode hoping a friend joins to chill out or i suffer the consequences of playing the game the original way i can see where you're getting at it's clearly not necessary but it's for your own protection if you want to survive which is to at LEAST kill a few bosses with 10x the strength even though most likely you're alone or just have one friend alongside you making this REALLY feel like a boss rush game nonetheless just like you i love the game but i can't seem to recommend it
It is not even a "boss rush" game, as you call that, it is basically an MMO now. You have bosses, quests, character progression, classes (as characters not equally strong), skill tree, etc. Yes you still have some of the survival elements, but in current game they just feel rudimentary. I don't understand why almost no one notice this at all, but as person who played Don't Starve for a decade from time to time I just feel heartbroken and abandoned by Klei
Ok I read some comments and I think people don't quite understand the question about which you talking in this video. I don't criticize people for enjoying a DST as it is - but this game is no longer a survival orientated. Like, for example - bosses is no longer a inevitable danger which you must face each season like it was in RoG and Shipwrecked, most of them just there waiting for you whenever you want to try killing them to get a new cool loot
I think your boss rush point is kinda moot because you dont HAVE to kill those bosses, i mean sure they give great loot but they don't really go after you they're more like optional side bosses. I also kinda disagree with it being a boss rush game as many of these bosses are purely optional.
What you said is not entirely true. For the sake of context that you speak of, an important thing to mention is that those bosses are optional, and are just meant to help you find alternative solutions for your routine problems. The game is still very much a survival sandbox, and i think that shouldn't be underminded, because when it is - we get the current community of DST: Pros teaching newbies how to rush all the bosses and ignoring the core mechanics of the game. You can survive indefinitely without actually killing any of those bosses except the seasonal ones with no trouble at all. The cult of boss rushing came to be simply because it's a more exiting, risky, and impressive way of progressing in the game to secure your prolonged survival, and therefore it's better for making content. In my opinion, this is what harms the experience of many new players so much. I went through the boss-rushing phase too, and i have to say that blowing the fuelweaver up with gunpowder or swarming celestial champion with tree guards can lead to much more enjoyable experiences than you think. I like to enjoy the game instead of simply skipping it by rushing the endgame, and do everything at my own pace. As i see it, the entire point of the game is to find the most enjoyable and reliable ways to play through it each time.
Are you aware that as wanda doing 143 dps if dragonfly has 2500 hp she will die in like 18 hits which takes 18 seconds, I don’t think DST is unresonable with the bosses HP as i am a single player DST player and I managed to do all bosses by myself, plus the game can be cheesed in case people struggle with something so tbh DST is not soo bad.
Oh cool, someone else said that this game has bad combat, how about that. I don't care for the content updates anymore because that's all they add, i would be interested again if they actually made a 1.9 combat update, but is it worth getting the game review bombed? I don't know.
There is nothing wrong with raid bosses and in the quest chain, but klei only spends time on this. For some reason, the developers absolutely do not want to take the time to survive, but only add new raid bosses and that's it
Hi there, I've been paying the game ever since we used science points to permanently unlock recipes that persisted through playthroughs. I agree with you 100% on all of this, basically. OG game is still solid enough it doesn't need live service though. DST seems like it's become rather bloated compared to the scope of the original. One can cope by understanding this is the Constant under Charlie's control, but it still is meh.
Yeah the updates and it's contents are... almost ALWAYS for the "Late Game". I wouldn't mind having an n00b friendly addition to the game, like they did with the Terraria Crossover.
Not going to lie, I do wish the DST community stopped pushing the idea that boss rushing is the end game. I’ve played about 600 hours of DST, most of it solo, and it took me over 1000 in game days to actually start killing bosses.
I don’t really feel the pressure to see the “new content” when the old content I hadn’t seen or done yet is still there for me to complete, the new content might end up being old content by the time I get to it and I’m okay with that.
I honestly view DST as more of a game like Valheim or Terraria now, where, yes to progress the world/story you need to fight bosses, but DST rewards you for careful planning, NOT rushing the bosses asap, and I genuinely find it more fun to carefully prepare, and more importantly, over prepare! The thing is, that doesn’t make for interesting content on RUclips, so most people’s impression of DST when looking up videos IS that it’s a boss rush game, or it’s about building super bases. It’s a sandbox game, play in the space however you want. I personally like taming a lot of beefalo and giving them fun names and making weird lure plant farms.
I do like your video and agree on a lot of points, it does showcase how the perception of the gameplay loop is perceived by the community, when really, boss rushing is not done by most players, and honestly shouldn’t be
Couldn’t agree more. The game is still a survival game because you still need prepare for winter, rains, lightning , dogs,… and also there’s plenty of powerful gears on the surface that you don’t need to go to the cave to get them at all. Some characters get stronger the longer they survive too. The only thing about the game that makes me don’t want to recommend is don’t strave wiki gaming😢. Without external sources the game is a huge trial and error simulator.
u are so right, i got 800+ hours in the game and surviving the seasons is easy for me, however hound attacks can occasionally catch me off guard and sometimes varg will come to attack you, and if u want to make game harder and more survival-like than u can add some mods that make it harder
As a boss rusher myself, i love the idea of how fast i can kill bosses and gain their loots which are very useful or enter hardmode. I used to love the relaxed gameplay and overpreparing like you but at some point it becomes way too boring and you want to feel the joy of gaining better loots asap.
@@sumanthapa3119 nah it becomes boring sooner when u rush the game, i prefer uncompromising harsh survival gameplay, when it comes to pace i like something between fast and slow, normal pace
@ that your preference. I prefer to rush bosses and kill Celestial Champ before day 100.
This video feels so relatable. The fact that the combat system is extremely punishing for new players and everything has 10 times the amount of health they're supposed to have makes the game so hard to introduce to new players. I've been trying to get my friends to join me in this game for the past months and it feels dreadful to carry new players when you're always put on a timer to get prepped for things to come.
Yeah I feel this especially when ruins rushing and having the beginner player be swarmed by mokeys and die.
@@JeyCansiz You take new players down to the caves? O_o Often times, I just teach them how to make a base and survive by themselves on the surface while I do the ruin rush solo.
Bro i cant even get them to download it let alone play it 😭
@@huyle3093 Yeah cuz it feels weird that I'm doing something alone when I'm introducing them to the game but usually after that they don't want to go back anyway and just base sit.
@@xdrago1051 Yeah its just one of those game where you reeeeally have to persuade them to play the game.
I completely disagree with the boss rushing takes. Nothing in this game forces you to boss rush. Boss Rushing is the unique playstyle for those who want to challenge themselves. These people are speedrunners. Speedrunners exist in every game to ever exist but It is very rarely the norm. Nothing about DST forces or even encourages boss rushing. You wanna see the lore? That encourages boss killing not boss rushing. It encourages you to take a step outside of your bubble at some point and venture out to do new things. Theres no time limit, theres no quest dropdown constantly reminding you of your tasks. Hell its not even a task, its just a thing you can do if you so choose. Its all up to you whenever you decide to do it. There's literally no pressure whatsoever to play "the most efficient way possible" as you say there is. That example you gave sounded wild to me. The one where you explore just to find the set pieces for bosses later, find the terrariums so you can defeat the terraria boss so you can get good early headgear so you can fight the Dfly boss so then you can ruins rush to fight more bosses. Bro i explore to find a good looking base spot💀
This game at its core is the exact same as regular dont starve just with more content. At the end of the day its still just a survival game. Most players goals in this game is to survive. That's it. Im on day 500 on one of my worlds and could've killed all these bosses by day 100 if i so choose yet ive only taken out like maybe 10 so far. But why should i? That's not the point of the game and treating it like that's the point of the game will suck the fun out of it. I've heard that time and time again from people who treat this game like that's what its for.
As for combat, i sort of agree. Regular combat is indeed a bit boring and simple but as you said, combat isn't the focus of a survival game. You only applied that to regular DS but the same goes for DST. Yes some fights can drag out but again that's up to you. You could play Wes and take 20 years to kill Dfly or you could just play any other character and obliterate it. The thing about DST is that you're not forced to do regular combat. You're not forced to just smack a Dragonfly with a darksword 405 times. You could set up catapults. You can recruit armies to stand by your side. You could just straight up blow it up if you want. You could even pit up bosses against other bosses. You could summon a whole army of tentacles to do the boss for you. There's unique methods to taking out each and every boss in DST which i greatly appreciate and helps make combat less stale. Strategy is highly encouraged compared to just boring combat which makes me think the devs know their regular combat is stale. DST bosses also ACTUALLY FEEL LIKE BOSSES. They're huge big bads that can actually threaten your life. In no way is regular DS deerclops threatening when i can kill him in 15 seconds with a regular melee weapon. Same thing for regular DS Dragonfly. Imagine going up to a giant flying reptile that can light itself up and smack you with giant flaming claws only for it to die in 20 seconds. If i played regular DS i'd treat the constant like a joke for it being so easy to kill its toughest creatures. DS is too easy and DST is just right imo, even for single player.
Also i know its the dev's job to fix the game and add HP scaling but like if its THAT big of a problem there's mods. HP scaling mods have been a thing for years.
Btw this is not me shitting on your video. I actually really liked it. It was well edited. I just disagree with your opinion.
Was looking for this comment so i did not have to type all that myself thanks 🎉
Hi so on the first take I see your point that there really is no time limit to the game and thus the game doesn't really force you to do anything but fight the mandatory bosses like Deerclops, Bearger and Antlion who will just ruin your base if you don't. And I think this is the best way to play the game which is to take your time. But my point was more of the game heavily incentivizes you to kill the bosses quick for you to see the newer parts of the game. Like a lot of the people that I played with never got to see the newer bosses and content when we decided to play it slow since they ended up losing interest before getting there. And as for ruins rushing and stuff, its just that when you don't do it on the first season, it'll take forever like at least next autumn (which is like 9 hours) to even attempt it again. Because its too cold on winter, too wet in spring, and you're really busy during summer (at least from my experience). That's what I meant by the game heavily incentivizing you to do things earlier than later.
As for the multiple ways to tackle combat in the game I kinda agree with you but from experience, it doesn't always work out. To be fair to your point, I have only tackled bosses in three ways, Solo regular, 1 v 3 , and Armies. And the reason why I said that it doesn't always work is because my friends always hated it when I bring armies because it messes with the boss's aggro causing them to get hit more. I do agree that it made the game more fun in solo tho. Building a merman army in the caves was so much fun.
As for how the bosses feel like bosses, I would agree if the bosses had more mechanics to them aside from their HP and Damage. Like in Hades where the bosses will always feel like a threat because they're move sets are very tricky to learn. And every boss fight in games will always become easier the more you learn it anyway. Like when DS first launched, Deerclops was so menacing that it ended everyone's runs consistently but as the community got better at beating the game, it became the easiest boss. But I do agree that the bosses in DS are laughably easy compared to DST but it never bothered me since combat was never an issue for me in DS.
Yeah I do agree that mods help this game a lot when it comes to Quality of Life and stuff but convincing other people to go for it can be difficult sometimes from my experience. Like one of my friends refused to play modded Minecraft for years until recently where he opened up to the idea of a vanilla plus pack.
Yeah I think my opinion was heavily influenced by the fact that I played most of this with friends. Meaning the game sessions can't go too long so rushing was the best option. And don't worry about it mate. I love reading other people's opinion on games. Because at the end of the day I love the game and I really like seeing what other people think about it. Man that was long lol.
Im not reading all that shit but fair enough
@@JeyCansizit being more difficult to ruins rush in any season but autumn is something that goes for pretty much anything. It's a survival game and surviving in winter would be more difficult. U seem really focused on how speed run video makers play which id imagine would limit fun
@@JeyCansiz Bearger, Deerclops & Antlion aren't mandatory. They come to you yes but they give you a warning. When you hear that warning just run from your base, make a sign, aggro her, run to a safe place, deaggro her and then unload her and she'll be frozen there until you decide to face her or they despawn. For Antlion there's also a warning so just run to an area where you wont mind the sinkholes. I personally choose the land near the ocean. This is what i typically do in my world to avoid these guys because i have no need to fight them. I dont need my fourth bearger coat lol.
But what are those "newer parts" exactly? Because you can do and see 90% of things without killing any new bosses. Think about it. Killing bearger doesn't unlock some new biome, he gives you a slightly upgraded backpack. Killing Deerclops doesn't unlock the one & only boat so you can explore the ocean. It unlocks a slightly upgraded umbrella to handle rain easier. Killing Antlion doesn't unlock the caves. It gives you a hat for easier decoration & an insanity button. Killing Ancient Guardian doesn't unlock the ruins. No boss stops you from doing what the games about. Surviving & conquering the constant. No boss stops you from making a farm. From making a lureplant twig/grass farm. No boss stops you from getting grass gecko's running. Nothing stops you from going out exploring the ocean & finding a waterlogged biome to make your summer base easier. Nothings stopping you from exploring the Lunar Island & getting new better foods. No boss is gatekeeping you from exploring the ruins or decorating your base. You could make a revive station. You could even make cool areas dedicated towards Bosses you've killed so far with their statues. Have heating/cooling or sanity stations around the map. You could go out & tame a beefalo or multiple beef if you want. The remaining 10% im referring to that actually unlock new real content are the final bosses but to be fair, they are literal final bosses. If anyone or anything should unlock a New Game+ it should be those 2.
Sure but theres items to counteract the seasons. If you really want to do the ruins you can at any point. For Winter bring a beefalo hat, a thermal stone & basic resources for campfires. For Spring bring an Eyebrella or Umbrella if you dont have it. For summer, its basically the same as Autumn since its not hot in the caves. Those problems are made to be solvable.
Idk I've never really struggled with a new strategy. On the off chance that 1% comes true & it fails you can just run away despawning the boss & respawning it when you fix whatever went wrong last time in your strat. Maybe you didn't use enough bee's for Crab King or maybe your tentacle pit didn't have enough grass protecting you from them. Just fix the issue and redo.
Really? How? The way boss aggro works is that they attack the last entity that hit them iirc. Your minions should be always taking aggro meaning players should be getting hit less at all times. Even if its an AoE boss like Bearger where he'd attack in random directions, his attack pattern is still the same meaning your dodging shouldn't change. It'll always be 3,3,3,1,3,3,3,1. The only way they can affect your dodging is if theres too many of them & they body block you from dodging but if theres so many, for example, merms, to the point they start body blocking you, they should be able to just kill the boss themselves.
I disagree on that. Only like 3 bosses are bullet sponges. Dfly, Toadstool & Enraged Krampus. But to be fair, Toadstool is a meme boss. You have to go out of your way to fight Enraged Klaus meaning if you're fighting him, you asked for it & Dfly is only turned into a bullet sponge because you likely put walls to remove the only mechanic she had. Every other boss in DST has unique mechanics that make them more than just HP & damage. Antlion with its unique spike attacks, arena & sandstorm. Scrappy Werepig with its multiple weapons to choose from that change the way you should face him. He also encourages using your environment to face him & even his basic attack requires a different dodge than just running straight back as per usual. Fuelweaver requires like a full inventory to even stand a chance against the guys mechanics. Klaus with his magical attacks & lunges which require timing. The shadow piece with their 3 unique attacks & forms. All the Lunar variants are also unique.
I can understand denying big game changing mods but they even refuse QoL mods? Lmao if that was my friend id make him get geometric placement just to open his eyes to the glory of QoL mods. Surely he'd be tempted by perfectly symmetric bases?
Yea i tend to yap a lot lmao. Most of my comments are long
Don't starve isn't abandoned, It's finished.
I would definitely agree but ofc Klei is really good at making DLCs that not only expand the gameplay but also give an entirely new experience. So can't really say that I'm thrilled to not get those anymore. But at least it ended with a banger.
It's not even finished it keeps getting reworks and added new tree passive stuff. Games more alive than i even thought lol
@@chocolatepotato5469They're referring to the original singleplayer Don't Starve
@@chocolatepotato5469 Someone doesn't know the difference between Don't Starve and Don't starve Together it seems.
@@WackyBloodWing No, most people refer to dst as dst or don't starve, it's easier to write/type or at least I do
DST is just a LONG game, where every one has to come to play. With a bigger group It looks like a freaking D&D session, where I have to convince them for a week to sit for 3-4 hours to play one game, just to progress. (Also I have to be their mommy, because I'm the only one who knows what is happening.) I love it, but It's just VERY hard to play with others because of time
I don't quite agree with the game being purely a boss rush. It's certainly one way of playing it, but speedrunning never seemed that fun to me.
Think of a new player; with or without friends you play with, it's still gonna be hard. Yes, more ways to revive yourself, but that doesn't help when everyone are dead.
Getting insane for the first times (or even first few times) is still a scary experience, due to another thing I love about this game: its design, especially music and graphics.
There are much more bosses, yes, but that doesn't mean you gotta fight them, nor do you have to be so quick about it. It's simply that once you've played enough, and playing don't starve alone does help a fair bit, surviving isn't as hard and that's true for nearly every game. Unlimited replayabillity doesn't exist; eventually you'll get bored of it.
No, the combat system isn't amazing, and I do agree there is some shift in focus to bosses, but that isn't all the game has to offer. There is a sense of progression through killing bosses, which you inferred as "that is the true goal now", but these bosses don't go after you. Yeah you can get loot and access to new content, but some of the bosses are fun (in spite of the combat system) as they have unique mechanics that offer interesting startegies (unless you go online and look up the easiest way of beating the boss). From what I understand, that's more of a switch to activate "hard mode", kind of similar to the wall of flesh in terraria. And you can activate that stuff in the world settings if you want to experience it.
In a sense the bosses are intimidating, and that fits nicely to the game. When you and your friends underestimate a boss, which could potentially kill everyone, that's another way of getting a game over. Some bosses have way to much hp and are practically unkillable solo (save for specific characters) which I do wish would be fixed.
My point is, the game is still hard to survive in for a new player. To play along the seasons, occasionally picking a boss fight is a much more fun way of playing the game in my opinion; to simply take your time doing it. At least that's what I prefer.
I agree, I like this game and the only thing that motivated me to keep going is how much content there is dispite of bosses
I think the only boss with too much hp is misery toadstool and toadstool, otherwise most other bosses have a doable amount of hp
@@enderman98GG Klei is learning tho, they are making reworks to bosses slowly but surely
Its always been a rushing game since the reign of giants days if you don't prep the seasonal items you'll die pretty fast
@weedGato seasonal bosses don't have much health but kinda like your gradually get into the pool deeper until you feel comfortable fighting those bosses regularly or fiinding ways around like making deerclops fight treeguards to get his loot without fighting yourself which makes it fun to discover
i know people push the idea that you need to boss rush but to access all new content only five bosses are required (crab king, ancient guardian, shadow pieces, fuelweaver, and celestial champion)
I dunno i hav e1.2k hours and i still play it as a survival game not a boss rush game. If you want the hp to scale you can get a mod that tries to fix that issue.
Yeah I can understand that but my point was more on the game kinda expects you to rush the bosses since unless you want to experience the new content, it takes a while to get there unless you do it efficiently. And mods are a turn off for some new players is what I found. Thanks for sharing!
@@JeyCansiz to me at least, I think it's fair for the developers to add more late game content for well... people who actually get to the late game (which is something I really doubt most new players would go for) I don't think the game expects you to boss rush, I think it expects you to survive and gives you the optional challenge of boss rushing, something for more experienced players to work on once they get down the basics of surviving every season (but I can totally get kind of not liking some content being locked behind end game, I have 1.5k hours on this game and I've never stayed in a world long enough to go for cc.)
@@JeyCansiz I don't think the game expects you to rush anything, or even existing for the matter. It's mostly what you expect of the game and want to experience is what you put yourself through will be your real experience.
@@JeyCansiz good mods are amazing and mandatory, i feel like experiencing new content is subjective like... some of the new content klei adds I don't even want to experience cuz it doesn't seem worth it anyway, I just play for the fun and if I have decide to kill a specific boss then i'll do it and make it my new challenge
You really don't have to boss rush. Most DST RUclips creators make those type of videos but thats because its easier to turn into a video story. Playing at your own pace is easy since it's solo, play however you have the most fun. EVERY boss except 3 seasonal bosses are optional and even then, you can just walk away from base when being cratered and avoid antlion, you can basically ignore Bearger or let him kill himself easy, moose goose is optional. Deerclops is the least optional one but deerclops fits dont starve perfectly..your first run "ah big deer"*die* and then progress and overcome, like hound waves.
Bosses are entirely optional and not needed to have fun, just dont starve.
The combat is definitely a problem, I don't even care about the HP balancing, it's just the combat itself. The bosses that you kite are OK, but 90% of the raid bosses are just a resource dump. I get that the raid bosses were literally designed to be fought with multiple people, that made sense in the beginning when don't starve together was just multiplayer don't starve, but at this point DST is the definitive version of don't starve and most people play this game by themselves, it doesn't make sense to balance the bosses in a way the forces you to bring weather pains and pan flutes to compensate for actual anti solo mechanics
I personally think this problem doesn't apply to a lot of raid bosses, a lot of them can definitely be done without sinking hours into resources but I can definitely see where your coming from.
Crab king, Fuelweaver, toadstool, and bee queen all require a stupid amount of materials to beat
But bosses like the nightmare werepig, Klaus, dragonfly, the twins, ancient guardian and pretty much every seasonal boss can all be done with just a walking cane, hambat, and occasionally some extra resources depending on the boss
also if you're really really sigma and very very good at the game, you can beat fuelweaver without weather pains, teleports or nightmare amulets! so git gud, or use excessive resources.
Only few of them require bigger ammount of equipment, most of them you can do with minimum preparation if you know how.
name 1 boss that forces you to use weather pains
@@guille6785 Toadstool . Good luck chopping his musroom trees with an axe without the fight taking 10 hours
I feel like Darkwood is what would became of Don't starve if Klei went more into survival horror aspect rather than fantasy adventure
12:43 AY YO THATS OUTWARD COMBAT MUSIC! Dont think I didn't see that XD. Nice Video BTW
Saying boss fights is just hitting and kiting is a gross oversimplification. Especially with the older bosses, it takes a wide array of game knowledge and mechanics to effective kill bosses even as 1 person. Take, for instance, toadstool, which sure part of it is hitting the boss, but the actual challenge of the fight is that he can both spoil your hambat or healing food, as well as spawning trees buff himself. The real fight lies in coming up with creative strategies (e.g. moon glass axes, fire, weather pains, or any of the character specific perks) which I think fits well with the sandbox element of the game. Even your criticism of dragonfly is disingenuous, as RoG dragonfly is solely that boring hit and kite fight, but the DST dragonfly presents new challenges with his buffed enraged form and his lavae minions, and the beauty of it comes from the various mechanics you can use to get around it (ice staves, flingos, walls, or just killing them as they spawn). Sure, the game isn't about perma-death, but that's okay. There's a reason they made DST it's own separate game rather than chipping away at original DS's charm.
I mean it’s not really a survival boss rush game, it’s more like a sandbox survival game on steroids once you bypass the skill wall of “survival”, once you can survive indefinitely by well being good and knowing what you’re doing, the game goes from “how can i survive” to “what can i do in this world”. Which is why after i did finally kill all the bosses the game has to offer, i fell in love with mega basing and challenges, don’t forget about mods, while yes the combat stinks, klei has been giving it some fresh air with the recent bosses having different attacks and using different mechanics so it’s not just “hit, walk”, so i’m happy for that.
(I have over 400hrs on console, and now 138hrs on steam)
Amazing video! The editing was amazing and the jokes landed your underated as hell keep it up!
Thanks man that means alot!
Nice vid. You have a good point with the HP scaling and the not immersive combat. But the game isn't about rushing bosses, all of them are optional, even the ones like deerclops, you can just lead him away from your camp. The bosses are giving the game a risk and reward factor, "if you have the guts to hunt this big thing down then heres a cool hat". And the content you are talking about is the special late game stuff that is supposed to be for those who mastered the game and are looking for a new challenge and unlock much greater risk and reward factors, "if you do this you will get acid rain, but heres a cooler hat". After all it is a survival sandbox game and i would recommend it for people who likes challenges, after all the game still doesn't tell you a bit on how to play, it just gives criptic hints on the loading screen and the crafting menu.
Thanks man! And yeah I also love how cryptic this game is and how it uses different mediums to tell its story and give out lore. Klei puts a lot of effort in their attention to detail. I do disagree that the later content should only be for those who have mastered the whole game since it does add a lot of cool things to the game and I wish more people could experience it. And I also think that the bosses locks you out from a lot of things in the game or makes it more difficult for you later on if you don't kill them. Like not killing deer clops will make spring annoying, not killing goose will make summer a constant battle for cooling your stone or eating ice for the whole season. Thanks for sharing your option btw, I love reading these.
My thoughts exactly
@@JeyCansiz True, not killing bosses has drawbacks but technicaly, there are alternative methods which are not as good of course. Something i dont like a bit tho is that how they neglected one of the core features: seasons. The coolest part of the game is how the world changes around you, but the most significant thing they added with the seasons in mind was that you can slip on ice in winter which is funny but nothing special.
I was watching it like it was a video with 500k views, satisfying video man the edits are clean. I love the game to the point of nostalgic adore however I have a group I’m trying to teach play but it’s so difficult to explain what to do when they inevitably ask
Thanks man I appreciate it! But yeah explaining how you do it efficiently is really difficult sometimes when its like second nature to you at that point.
@@JeyCansiz I think it's impossible to answer the "what to do" question. Like, if you don't just have a goal in mind for a playthrough, you're bound to be bored and never play don't starve ever again, you NEED something to work towards in a world, beating every boss, making super cool farms, making a mega base, but if you don't have anything to work towards except surviving, the playthrough has no ultimate point and a way to keep you interested and invested in it.
2000 hours and I fully agree.
I dearly miss the old vision for DS Beta where you were supposed to avoid combat and use traps more.
I know you can technically just not do the boss rush stuff but the core survival is just really easy once you know anything about farming.
It's not that different from singleplayer besides renewability and places you should know to find food. Bunnymen basically take over most hunger and required damage to clear anything and everything since they drop two carrots and meat or puff in singleplayer basically the only and best food source since farming sucks there a lot.
Multiplayer fixes a lot of issues with singleplayer by having the player engage a lot more into exploration and food production, renewability now existing for digging mushrooms gives basically an infinite food source. Have enough pigs to chop birchnuts and you got plenty of trailmix. Or play/swap to characters with food production perks or automations.
in that time we was supposed to avoide combat because we sucked at it and not cuz traps was better way to counter it
The fact that there was so much to learn made it kinda like a rouge like which i found to be really enjoyable
Yeah there were sessions that me and my friends treated it as a roguelike too. I'd argue that it is one.
A few notes from me:
- this "boss rush" mentality is a waning issue. The idea that we must rush bosses is really only something created by the community. You can have plenty of fun without rushing through the game.
- A lot of the step you laid for ruins rushing are kind of... strange? Dragonfly drops useful gems, sure, but you will get those gems when mining thulecite anyways. When you rush you typically don't have much inventory so you really aren't gonna need every gem you can get.
- Although I agree that having no boss hp scaling drags, DST allows much higher dps than the base game through new items and survivor mechanics, so if you have a team of 3+ people (or are playing wurt lmao) bosses will drop pretty quickly. Toadstool is a statistical outlier.
My take is that it should really only be recommended as a coop multiplayer game, or to fellow "masochist" gamers. And ignore anyone that tells you how you "should" play the game. Personally, I spent an entire season farming beard hair to make into carpet and I had a blast
I agree with everything until he said dragon fly should be the 2nd boss you fight 😂😂
erm it's actually the FIRST? (semi-unironically, my friends seem to home in on her for her treasure hoard)
@@twustermydude if anything first boss you fight should be accent gard dragon fly drops aren’t anything special Fr
@@kingxjuju133 it's at least a good buffer for any bad rolls in there, especially for groups
@@twustermydude wym?
@@kingxjuju133 more gems to make more things for more people
i think the kite system will still be the main source of damage, but in dst klei changed all characters to fit the multiplayer style and added other ways to deal damage as well. Wurt, webber, maxwell and other caracters for example, do have an arsenal to use, Wurt with her merms, webber with his spiders and maxwell with his shadows. All of these mechanics to not keep kiting all the time and kill dragonfly much faster for example.
i dont think i speaked too good since english isnt my main language but i hope someone understands my point.
My problem with DST is that they messed up BAD with the progression. The game was made so you learned stuff by experimentation like trial and error, but even basic stuff like magic often stays under the radar for players like me that dont usually bother dealing with that until i am somewhat stable, and you have tons of new content that players, new or even intermediate, wont go ahead and explore these alternate mechanics that give you a leverage in surviving the weather or the bosses.
In DS (RoG), the difficulty was very balanced and while there were times when you were under stress managing resources, there were times you thrived and explored other parts of the game with your spare time, expanding your overall knowledge and confidence about the items, seasonal events, strategies. Shipwrecked tackled exploration and Hamlet had a fast-paced rythm that encouraged taking risks, both being well balanced in terms of difficulty.
Meanwhile, DST overloads new players even with the basic progression, with thrice the amount of items and the tanky bosses, a combat that focuses more on alternate content that you literally aren't given time to discover in solo, making it so you get absolutely wrecked after your first discoveries and lose interest, and you need to push through a lot of boredom (and youtube guides) just to survive the passage of time, let alone the mid and late game content that requires information you literally need to google like the crystal you need to acess the archives, good luck figuring that out without a guide. Even the multiplayers suffers from this, and its not uncommon for players to live in the bases taking care of stuff like farming which is incredibly attemtion demanding. Only after you sink like a hundred hours you can start getting confident about the game's mechanics.
first of all very nice video i enjoyed it and agreed with some of your opinions on this game, yes it does feel like a boss rush sometimes and yes hp scaling would be amazing to have in this game and not drag 10 people into a server just to beat a boss. for the boss rush argument yes it kinda is but you can do any boss at pretty any time you want meaning you can prepare yourself as long as you want to and second of all it's still a survival game where it's pretty endless until you do a bad mistake! again i really enjoyed your video so keep up the good work!!
An hour after I posted this, I reconsidered how I phrased certain things and made some edits.
No matter what DST's store page says, Klei have come to treat it as a separate game and a sequel to boot.
Don't Starve (Alone) is a completed game that may still get another expansion IF Klei ever have the inspiration for it and may get QoL updates again if they wind up fixing the same bugs in DST, but it's not getting more features because it reached the end of its development and their inspiration for it. And it's not getting the features Klei are adding to DST because those features are designed for a different philosophy. You even point out that they were developed under different design philosophies, even if you're wrong about what DST's philosophy is. Most of the content additions to DST aren't appropriate for DSA's design philosophy.
New revival method 1: Florid Postern.
Turn it off to enable permadeath. It's right there in the options when you're setting up a new world, or adjusting an existing world.
Permadeath in this case means the complete loss of progress if no player is alive and none can access a method of revival in time, fundamentally the same thing as in DSA.
New revival method 2: Telltale Heart.
For a duo of new players, or if somehow a new player is having to try to revive a veteran, this is a very painful method. A living survivor must sacrifice 40 HP, nearly a third of Wilson's max HP. Not only is the resurrected player in bad shape after their revival, they've lost 25% of their max health until someone can craft and administer them a Booster Shot. This is going to be trivial for a veteran, but the same goes for making sure there's an available Meat Effigy in DSA. For new players, though, it's quite likely they don't have 8 Rot lying around. It may be easy to acquire, but the consequences are comparatively brutal.
New revival method 3: Second Chance Watch.
Wanda is overpowered. She's overpowered in terms of the damage she can take, the damage she can deal, travel, and yes, revival. You're just going to have to agree to ignore her if you and anyone you're playing with want to experience a tense survival challenge. And this item can't be crafted if no one plays Wanda.
New revival method 4: Winona picking a rose Charlie has blessed.
This is death avoidance rather than revival, but close enough. I'm pretty sure this only works for Winona. She can't share it with others nor revive others with it. And if you consider it a problem in regards to tense survival, then agree among your peeps to not play Winona.
The big difference in philosophy, the fundamental thing that sets DST apart from DSA, isn't the accessibility of revival methods. It is the accommodation of long term worlds and megabase creators. Klei have explicitly said this, and it shows in almost all of their updates. DST worlds are meant to last well into the hundreds if not thousands of in-game days.
The claim that the game puts pressure on the players to always be getting ready for the next boss is largely nonsense.
Klaus doesn't spawn in at all unless you manage to jump through a few hoops to provoke him.
Like in DSA, the Ancient Guardian in the ruins minds his own business until you invade his arena.
The shadow pieces don't spawn unless you make them.
Eye of Terror doesn't spawn unless you make it.
Fuelweaver doesn't spawn unless you make it.
Celestial Champion doesn't spawn unless you make it.
Toadstool doesn't activate unless you make it.
Crab King doesn't activate unless you make it.
Malbatross doesn't spawn in unless you perform a specific action, it's only chance based, and there's a frustratingly high chance it will fly off and despawn before you successfully provoke it.
Antlion actively rewards you for appeasing it rather than killing it.
Bearger only aggros if you have honey or something related to honey, and because he doesn't despawn, he can be lead away to some isolated corner of your world and forgotten about. Or visited in the Summer and Spring to collect his passive sheddings so that you can craft his items without actually killing him. Because yes, Klei designed his DST version to be optional.
The only bosses that force you to deal with them are Deerclops and the M/Goose, and the latter doesn't actually attack unless you attack its moslings. The only reason I'm even listing it here is because sometimes trying to avoid its moslings can be pretty tricky to do... unless of course you settle somewhere the nests don't spawn such as the antlion desert, which has numerous other benefits.
So, uh... it's just the Deerclops that refuses to be ignored.
The content after Fuelweaver and/or Celestial Champion and even leading up to Celestial Champion is dangerous, disruptive, and where a lot of developer focus is. Heck, the Fuelweaver fight is really complex and is even tricky and time consuming to get to without cheesing it. You're not expected to rush to that content as fast as you can. If anything, you're punished for that. There's more dangers than rewards in the Rifts content, and most rewards are specifically meant to combat those dangers. You can even decline to activate the rifts if you'd rather keep preparing and want to fight the associated boss again first. Careful preparation is encouraged far more than rushing.
If you see all that and think this is a game where you're supposed to rush from one boss to the next, then you haven't been paying attention. And if that's not what you actually think (I've been reading some of your comments), then you're lying in the video.
"The Dragonfly drops a lot of essential gems that are required for you to have a successful ruins rush."
This is completely false. The only thing you need for a ruins rush is food, some armor, a lantern, and some weapons which probably include a hambat so you don't have to bother with crafting more for a while. You gather lightbulbs for your lantern on the way. Any early gems come from the ruins itself. Consider why you are you doing a ruins rush, anyways. Dwarf Stars are a luxury, not a necessity. There's plenty of ways to combat the cold, and firewood isn't scarce. Heck, trees don't stop growing during winter.
As for getting to enjoy the story, barely any of it is actually seen in game. It's just allusions to the story, really. The story is actually presented in Klei's "shorts". (Man, that has developed a far different definition since Klei started making those.) Playing the game does almost nothing to help you keep up with the narrative. While I'm not a fan of that style of storytelling, it does mean that keeping up with the story is irrelevant to the gameplay, and vice versa.
Meanwhile, getting to see the new content doesn't require playing through the game "in the most efficient way possible." Most of the things Klei adds to the game are designed to generate into existing worlds. You rarely ever have to restart to get access to new content. You can keep playing on your existing world and use what you already have to get to whatever is new. There's also a lengthy amount of time at this point between the few updates that do necessitate generating a new world, so... the impulse to rush is either coming from a misunderstanding on your part or is simply your own impatience.
Saw this in one of your comments:
"Like a lot of the people that I played with never got to see the newer bosses and content when we decided to play it slow since they ended up losing interest before getting there."
This isn't Klei designing the game to be rushed. This is your friends not really gelling with and liking the game. It's not for everyone, and cracking the whip on them isn't going to make them enjoy it any more than they already were. Or maybe they're not having fun because you're dragging them along to fight bosses instead of letting them arrange a garden or something. Who knows? Only you and they could figure that out.
You reveal the real problem at 9:48.
"Unless you're willing to put in ALL of those hours, and put SO much hours into learning the whole entire game and how to do boss rushes and how to do all of these efficiently, you're probably going to take forever to see the new contents of the game."
This means it's not just your friends. YOU have neither the attention span nor the patience for a long-form Don't Starve game, and Klei, in their patch notes and news posts and whatnot, have made it clear DST is meant to be long-form.
You having neither the attention span nor the patience for a long-form Don't Starve game is fine. Everyone has their own list of things they like and dislike. But now you're trying to argue Don't Starve Together should be something else entirely from what the devs have clearly stated is their intention because it doesn't suit you. That crosses a line. You're now trying to police what other people enjoy.
There is a list of Don't Starve Together weapons that can spice up the combat mechanic if you think hit, hit and evade is boring:
-Alarming Clock
-Thulecite Club
-Elding Spear
-Shield of Terror
-Tail o' Three Cats
-Boomerang
-Blow Dart
-Sleep Dart
-Fire Dart
-Weather Pain
-Seedshell
-Brightshade Staff
-Tooth Trap
-Bee Mine
-Brightshade Bomb
-Battle Rond
-Trusty Slingshot
-Ice Staff
-Fire Staff
-Howlitzer
-Gloomerang
15:55 since you mentioned "war of attrition", yea the boss fights are more of a checklist of things to prepare: 4 helmets, 2 dark swords, 10 perogies, 10 green shrooms. You usually overprepare and the food at least spoils so you need to prepare a new batch.
i love in this game how you dont really need to fight the bosses yourself, like i normally dont fight ancient fuel weaver but instead i blow him up using gunpowder. if there was health scaling i would definitely try fighting him normally but rn it is just too much for my brain. btw who kills dragon fly for gems before going to the ruins? i just get the gems i need from the ruins unless i used the gems required for something i wanted
i keep forgetting gunpowder exists, i only really use it in solo to blow up obsidian boulders and in dst for cannonball fodder to farm fish with wicker's books lolol
At least most of the newer bosses have many different attacks with different ways to dodge
As someone who still plays solo DST like it's Don't Starve, barely go into the cave before the second year, and whose only boss I try to fight are Deerclops and Goose/Moose, I don't really relate to this video, although I agree it does feel like the devs are adding content for players who play the game like you do. I'm always surprised when they keep adding all those bosses when I haven't actually fought 5% of them.
How the FUCK do you have 78 subs?
Never seen a more underrated channel on YT!
Well done bro, very nice video even if I never played these games.
Honestly, I feel like Klei has been buffing characters lately to kind of fix this issue, as well as adding more to the combat. With the skill trees, unique weapons and systems, they're definitely making the combat more fun, but I still agree with this video. Honestly, I often don't focus on the combat system, but rather view it as more of a base building game where I can build death traps for the bosses XD. But also, it's really hard to get people to play with me because they find the game too tedious
I played this game for more than 3.8k hours at this point, and I can count with one hand how many times I've met Celestial Champion and the lategame stuff Klei added recently, considering all of that I must say... I'm not happy with it. Even tho I'm not a Wormwood or Warly main, both of the so called "characters for base", I still only find comfort staying at my base and doing my best to survive, which I think it's the main thing Klei is having plenty of difficulty to maintain. If we're gonna speak about combat, it just sucks, there's no denying that, and I'm not even talking about the lag, the game wants you to improve in a fighting manner which just composes of, like said in the video, hit hit hit dodge hit hit hit where it worked perfectly in DS since combat was usually your defense tool, not for engaging on fights, but now on DST with the new addition of bosses (which I'm not gonna lie, they have potential and a pretty solid moveset) and the planar damage they went on a path I'm not really sure I approve since it is just a incentive to players boss rushing their way for the new parts of the main storyline and new loot. Take more care for your game, Klei.
in all honesty the best i can describe this as is "skill issue"
while the combat isn't the best and the several DLCs in solo have their own branches of variety in content for survival and offense, the updates unique to DST also allow for more engaging combat with a good set of characters (though holding F is still a significant portion of fights regardless); wendy gets bonus damage from abigail in exchange for taking on the responsibility of protecting her sister in combat to maintain that additional DPS, woodie has a combat-specific transformation that allows for tanking and offensive movement, wigfrid is wigfrid with the addition of weapons that can either charge attack or parry, maxwell steamrolls anything with either 10 or 100x the hp to that of the basegame, gambling sanity in the process to expedite the process, wanda gets a stupid watch she can make basically day 1 if she gets help from another old woman, wurt engages in biowarfare, wickerbottom weaponizes the power of words by casting spells summoning cthulhu, lightning, or the fuzziest bees known to man, and so on
i'm sure plenty of other people have tried to make the same point, but yeah, while it's a bit of a bummer the atmosphere was done away with by the nature of multiplayer, acclimation to the gameplay loop had likely done the job for people in solo long before its debut
Not scaling the health of creatures based on the amount of players in the server to any extent is a baffling design decision.
I used to be really into the original Don't Starve and I've played DST a fair amount, but I had so little fun fighting the same boss for, like, 3 in-game days, I had to give up on the game eventually. There are cheesy strategies that let you get things done quicker, but it still feels like the original DS respected the player's time way more.
Personally, I just play the original Don’t Starve and I love it. I fight seasonal bosses and have never rushed the ruins successfully (I’m not a gamer normally). I did try to get my kids to play DST with me, but it ended up me just taking care of them to keep them from dying (kind of too similar to real life), so I didn’t really get into it. If I wanted to fight bosses, I’d play other games, I just like the gathering, surviving, and exploring of this game. And learning new tricks that help me do better job every time 👍
"That's when Klei released their magnum opus, *IT'S SHANK 2 BABY THAT'S RIGHT* "
honestly DST in recent years feels less and less survival and more just doing chores and remembering to get healing food every season to fight a boss where the best strategy is to face tank, that and how darkness has been slowly becoming less and less important like WX being able to in 4 days get semi-permanent night vision. In short the game has a ocean wide amount of features but only a puddle deep, theres really just no depth to most of the systems. For farming you just do a tiny bit of maths and balance it out and congrats you never have to worry about anything other than watering again. Bees are a bit better since you need to keep them a decent amount away from your base during spring, even the combats pretty simple just go in for on average 2 hits run back hit again 2 times or just tank through them. Mix the combat issues with the fact you just dont have a choice when it comes to fighting and you either kill deerclops or lose your base and you're left with an unsatisfying system which is really easy to learn but with a few playstyles which are to be fully honest unbalanced cheese.
It's a survival puzzle game. Once you solve "how to survive" you've beaten the game.
It's not going to keep adding complexity to the basics, because, if you remember, in the beginning it seemed impossible to solve, now it's easy. It being easy is the reward after it was hard for the longest. But it's a puzzle. Knowing what to do, that knowledge, not having it. That's a one time experience.
Its not gonna go backward. Just cause you start a new save.
@@honaleri and once u know how to survive and you've beaten the game u can then add mods that make the game harder or play as a character that's hard to play
Don't starve Adventure mode is also immaculate, frankly. It is just such a fantastic way to test your general survival skills of Don't starve and it focuses on the core mechanics of the game: General survival (with some combat), Winter management, Food management, Night management. Also a huge focus on early survival which you get to experience multiple times in Adventure mode, whenever you enter a new world.
This is such a pain point for so many games I play, when the final boss or ultimate challenge has little to do with the rest of the game. Like how Hyperbolica suddenly just has a real-time boss fight, an end like that is not something that has been build up to by the rest of the game. Similarly, Don't Starve does build up to Adventure mode, but Don't Starve Together does not build up towards Crab King.
This suddenly explains why I always had a hard time committing to any DST run. That and the amount of bullshit that can punish you for basically nothing. My group once got attacked by dogs in the night or as morning was fresh, meaning our firepit was burning and necessary, but the hounds caught fire running through it and our entire camp was destroyed on RNG. We all got too demotivated after that to continue the run and quit playing for the day. This was an interesting perspective on this game, Thanks for the video :)
This video is very underrated for how good it is
The game clicked for me as soon as i started taming a beefalo, first run i had to go to day 100+, im determined to kill every boss with beefalo now
I dont really agree with the implication of DST being a boss rush. It is a way to play it of course and probably the most optimal one, but it is to mandatory.
I've played like 350+ hours and not a big fun of boss rushes (maybe Im not that experienced enough with boss fights but at least I can withstand Seasonal ones). For me the game is more about the basebuilding, preparations and care for new players. It is just an example of a way to play.
About fight mechanics, yeah you're right, its old, boring and tedious. For me it fits game's atmosphere, but in general case it is still bad. Still Klei tries to implement new fight mechanics in new bossfight and I hope they add hp scaling for the bulkiest bosses too
Man, I still remember playing Together the most(I think I can confidently say that out of 389 hours that I got in the game, most of it were from that period of time) during the alpha/beta back when the main menu was just grayed out base game's background and we had like 5 or 6 characters available by default.
It really felt like just "Don't Starve but multiplayer" instead of "pretty much a separate experience from Don't Starve".
I still remember when i couldn't get past day 1 and day 5 was the hardest day for me, but now im boss rushing and surviving to day 100
Yeah, I played with a mod that does reduce health of enemies to solo friendly levels, and even with that some bosses like Celestial Champion and Bee Queen were still time consuming and tedious and not worth the effort of fighting, I've tried to get back into it and after making it to Summer I hit that point of ennui of not knowing what to do now since I had no desire to fight 90% of the bosses since I've done most of them once already and that frankly was enough.
Personally the live service and mtx side of things bothers me way more than most people and I would frankly prefer the skins system not exist at all, and with it being live service of course means its getting changed in ways that often can feel superfluous or uninteresting especially if you came in expecting Don't Starve and instead got budget diablo, its why I loved the reap what you sow farming update but have very little interest in anything else added by DST.
EXACTLY THAT.
Man I was so mad when Klei just abandoned DS in favor of DST! Like, what about those who doesn't have friends to play with? Do we not want the story? YES WE FRIGGIN DO, KLEI, YES WE DO! But nope, the story is now multiplayer-exclusive, apparently, forcing lone players to download overpowered mods to have a solo fighting chance against multi-buffed bosses, which kinda devalues the experience.
From a player with 2000+ hours in DS and 600+ hours in DST - thank you from the bottom of my heart for this video
Klei locks new content behind bosses and other stuff to not overwhelm the new players. Imagine just starting the game and, before you could even learn that darkness can kill you, you get jumpscared by lunar rifts and a giant amoùnt of mechanics.
good thing nobody is forcing you to play the game like its a bush rush, the beauty of dst is that you can choose how you want to play
I can't get myself into whole boss killing thing and so even though I loved this game for very long time now I can't make myself play it anymore. The main issue is that new content is locked behind those bosses and those multi layered advanced buildups. It's just too hard for me. Also doesn't help that dedicated modded servers are now much worse than they used to be content wise and players tend to leave after just few season changes. Everything you build is gonna feel meh coz what is the point of making nice base when everyone will leave after winter or maybe spring. And from initial 10-15 players you'll end up with just 2-3 before they too leave. I also noticed ppl are way less social than they used to be on those servers and even their nicknames ( ok I know this seem superficial but still ) are way more blant and boring. Like I don't feel like person whose nickname is Ngyun81354 makes me feel like i'm playing with actual people . Like I don't think I matter to them. I am not emotionally invested and I should be for a social game that Don't Starve Together is suppose to be. There is much bigger cliff gap between novice and boss rushing advanced players. There used to be much more in between. Like I used to feel like i'm doing significant contribution killing Deerclops. Now either noone helps me or can't coz of lack of experience OR there is this one guy who can solo it easily like it's not social game at all. Idk it's just...it's really not how it used to be even though game technically only improved. But people on servers really changed too much. it's not same anymore. I still occasionally join servers just to see if anything changed and collect skins although idk why coz I don't play enough for it to matter. I want to love game and experience what I used to in this game. I really miss that but it's not there. Society changes over the years.
It is true that this game feels a lot more boss rush-y than the original. The issue is when i do solo dst runs i get so bored cuz there is literally no mandatory boss fights save the Deerclops so when I play as a pure survival game like the original all I do is resource gather for winter, do Deerclops, then get bored. Now I just may play the original more at this point cuz if I want to do boss rush I will play VRising or Terraria, and the vid makes me feel better that there is others with the same frustrations towards DST
Lost interest half-way through. You CAN play dst as a boss rush game, OR you can play it exactly like ds.
I'd have to agree with the combat. It's VERY boring and while some bosses are trying to break the mold with new phases and mechanics, it all just boils down to: Hit X times, dodge, repeat until dead. My one major gripe about recommending it to new people is that the game has 0 tutorials or helpful tips to help you progress in any meaningful way and the whole "death is part of the game" aspect doesn't really apply to any decent degree either when you say, get to the summer year 2 and then die and lose all your progress because you've used all your touch stones and just so happened to forget your amulet back at base.
Even seasoned veterans like myself still struggle from time to time. While I might not be the type of person to solo kill bosses with 20k+ health, I can still survive the world indefinitely given I set myself up properly in the early game.
I think a Darkwood quote fits really well for this game:
“You are playing a challenging and unforgiving game. You will not be led by the hand. Respect the woods. Be patient. Focus.”
Stray from that ideology for even a moment and you'll be blindsided by the most bizarre, random shit from absolutely nowhere. You can't afford to rush and you can take nothing lightly. Perhaps a quote similar to Darkwood for this game could be along the lines of the following besides and "uncompromising survival game".
"The only Constant in this world, is death. Everything is out to kill you and nowhere is safe. Gather supplies, tend the wounded, and whatever you do, don't let the light go out."
(In the end it tells you the name of the world with a subtle hint, the "Constant", tells you what you should do in order to keep people safe(r), and warns you about the darkness without outright telling you to "make a fire to not die on night 1".)
Didn't mention it in my original comment and didn't want to edit it, but without a wiki of infinitely useful information of both items and game mechanics, you would literally be struggling for well beyond that 250-ish hours it says you would. I dare a single person to pick this game up blind and defeat every single boss without so much as a breath of a word from the wiki or what to do. Guarantee you they'll be stumped before the end of year 1 in summer, either through their constant deaths weighing on their own conscious mind, making them feel like trash for failing so often, or the sheer lack of information readily available to them to understand the game they're playing.
I have 600 hours in the game and haven't beat most of the bosses. I was never really interested in fighting most of them.
AGREED.
btw Wigfrid just got the best update ever, you get a shield, you can block with it, and it might not sound like alot, but it makes the combat SO MUCH MORE FUN.
And yes BOSS scaling is overdue. I don't know why they haven't done that
Ok, how does this not have more views? The quality is that of others in the same genre! Nice Video!
Thanks Man! Really appreciate it.
Fr
Its good editing and overall good :D
Really well done video, especially for a channel your size. I agree with how you said DST feels different, I think the main issue is that it feels really corporate now. The original don't starve felt like this cool little survival game made by a few people, now it kinda feels like a "monopoly" if that makes sense. The original feeling is gone, and it feels like the only thing people care about in DST is just being really skilled/efficient, making the best farms, doing boss rushes etc.
I have to disagree with the boss health mechanics, considering that we get a whole lot of tools we can use to fight them and plus the characters now with reworks or set skills and powers to deal with them. Before any of that, there's only been Wolfgang and lots of minions to support fire at the bosses, primarily people had used bunnymen and they are still as efficient at killing as they were before. Second, nothing is required to be rushed or done and everything can be done in own pace. Can have a semi relaxing survival experience of DST feeling like stardew in a way while you get option to increase your base's comfort by killing specific bosses and figuring out the best ways to cut down on their healths. I've played for 10 years now and got 9k hours in multiplayer I can tell you that, for sure, that new or recently started playing players should ever follow other people's made metas or their ways of the game. I enjoy sometimes rushing for things and other time just chilling, farming, gathering for supplies. Find own ways to play the game basically.
i absolutely love dont starve and dont starve together, but ive only had one friend actually stick through the learning curve to start enjoying it. i love how punishing it is, but my is it difficult for newer players to actually get into
Can’t beat this game without reading wiki or watching youtube videos for guild but despite this I’d still recommend, this is king of survival game.
fax
the funniest part is klei can make very engaging fights with the said fighting system, take fuelweaver as an example, its just that they don't necessarily focus reworking their bad and boring bossfights. Plus a good portion of the game community would bite off their faces if they down scaled most raid boss hp. I guarantee you that if this won't be a toggleable setting, the amount of backlash from a 5k-10k hp dfly or beequeen will be crazy.
This is funny because I consider fuel weaver one of their boring fights that needs to be reworked
@@Apple80089 Fuelweaver is really fun once you learn the fight, the issue is that the mechanics used in it by speedrunners in a cool manner probably aren't intended ( dodging bone cage and luring away from woven shadows ). Most people don't really know about these things since it's pretty hard to figure out unless you fight Fuelweaver a bunch of times.
THIS VID IS AMAZING QUALITY
Thanks man, glad you liked it!
While I agree with some points you brought up, there is a really easy way to fix the HP issue, I am playing with a mod called HP scalling which makes the health scale with the amount of the players and its really good. I really recommend it. You might think of it as a cheating, but I think its just a good QoL.
With the original ds I felt challenged, the fear of losing the save was fun, the possibilities were great with the dlc's it wasn't limited to one server, the dst we spent months waiting for content updates... this is the second time they changed the characters (maybe they don't know what else to add at this point), and you know, I'm a bit missing more relevant content. The world (ROG) that was used as a base already seems so polluted to me that it no longer seems to have anywhere to put things. I miss new mechanics and a new world to explore. Dst started well but now seems very far from the original essence. The original game had a lot of potential to grow, but it was replaced by a service version that took away all the essence.
I absolutely loved the original don't starve, but I could never understand why I just simply couldn't get myself into don't starve together, and I couldn't exactly tell you why so
There's a mod for scaling their HP on dst, it's insanely high! Most of the times I am the only player who can really fight the bosses among one or two of my friends
Honestly, most of the problems you listed can be fixed by playing single player alone, or with just 1 or 2 other friends like what i tend to do, then you can enjoy the game more without other people, then its not a boss rush game and you can go your own pace, out of my 1k hours in dst i can say that maybe only around 10% was in public servers. Also when you say its not great for new players i disagree, its perfect, the idea of being put into a world with no guide is amazing and dst does it perfectly. The game is way more fun for new players who just picked it up and want to explore, what i would say is the game is worse for older players who played since 2013 as the game isnt adding to big of changes to keep old players interested only small changes. Also one more thing i must say is that dst is meant to be a punishing game, i honestly believe that the game is more fun or challenging with the idea of limited revises or none.
The game is great when you can just find other players at your skill level and ball, but when you're extremely skilled at the game, and you get a friend to try it with you, they usually just don't understand it at all. New players and old players enjoy totally different aspects of the game.
I'd always recommend Don't Starve before Don't Starve Together. If not then I'd most likely recommend the steam version, that way you can use certain mods to adjust mobs health, especially some of the bosses, sense It'd be hard for newcomers to deal with a DST Deerclops compared to a DS one. And I feel that if you're playing Don't Starve you are SUPPOSED to eventually die when new to the game, it's basically punishing you for your mistakes, therefor you won't try and make the same mistake twice with the heavy risks.
The problem is that playing solo is hard because of bosses, to fight someone with 10000 hp and 27500 and 50000 and 99999 its hard you need a lot of time but even this is a interesting part of the game
it's only a boss rush if you want it to be a boss rush; boss items are good but not needed to survive. most of the history is coming from the shorts klei releases while in game they are minimal and one youtube video gets you up to date.
mods allow you to modify/fix/spicy you game anyway you need so klei really don't need to waste time with the small stuff the cummunity can fix themselves, too hard/long battles for you? pick a mod and be happy.
and finally the new bosses like the nightmare werepig add more to their fights than just pressing F and dodging. dragonfly is the first raid boss and even then she was suposed enrage and use her kids mid fight and the wall cheese/ pan flute is the only reason her patter is just hit and evade, that girl is a different beast when you face her properly.
i hear you on those points, but the truth is that we got answers to them ages ago
You know, you always can play alone. In survival mode you have same amount of resurrection options just like in vanilla DS, except life giving amulets are viable in DST, but... You need to survive untill you can craft them in the first place.
DST is a wonderful sandbox to make the game what you want it to be, imo. if you think its too hard.. just make it easier via world generation settings or MODS. problem solved. you still have all that content for when you are ready for it tho. so i will leave you with the immortal words of maxwell gaming: "there is NO reward without a learning curve. NEVER FORGET!"
Same
Its just so complicated
I walked up to some lava on day 3, got hurt
"Okay, i wont go there"
Then Dragonfly came along and killed me
DO I HAVE TO GO ALL THE WAY BACK
😮💨
Well, i hardly disagree with the 2 main points
Balance and context
For the "scaling hp" it's not as simple as that
Yea, the game expect you to play with other people and not alone, and some bosses are a pain in the ass to deal with alone, most of them takes way too long to kill
But it's not as simple as Terraria does, like more people = more hp the boss has, cause depending on the boss is not only the attacks that changes but the entire fight, for an example, have you ever tried to kill Ancient Fuelweaver, Celestial Champion or Toadstool? Simple bosses like Dragonfly, deerclops eye of terror and others you can easly cheese them with 2 people playing, i've killed Dragonfly in 3 minutes with only me and my friend playing, but Ancient Fuelweaver, Celestial Champion or Toadstool BOOOOOOY THESE ARE HARD
They are already so so hard with not the normal hp even with 3 or more people, imagine with hp scaling
Some bosses in this game have so much mechanics to deal with that scaling hp would be *PAINFUL* and frustrating to play
And the context, for the 3 sidepoints of this
The game being a bossrush
Uuuh... No?
Again, it's not like Terraria, that if you kill a boss a bunch of new things will appear in your world, everything will change, has hardmode and pre-hardmode
No, if you kill a boss you've killed a boss, some of them are necessary to spawn other bosses but most of them aren't
I have a world on day 150 with my friend (mentioned before) that we killed like... 5 bosses, cause we don't wanna rush bosses, we just wanna have fun, the game don't force you to kill any boss that isn't season boss like Deerclops, Antilion or Bearger, cause except for the final bosses like Celestial Champion or Fuelweaver, nothing changes if you kill the bosses or not
The game force you to do a bossrush
Nope
To kill Celestial Champion you only need to kill Crab King before
And to kill Ancieny Fuelweaver you only need to kill Ancient Guardian and Shadow Pieces before
Bro, if the game releases a new "final boss" and you want to kill the FINAL BOSS, you'll not begin in end to kill the final boss as your first boss
The gameplay
For me at least, is simple and works pretty great, i'm sorry but i would not play the game if the gameplay was like Risk of Rain 2 (the game in your background)
I like complex gameplay, so much. But sometimes i want something ""simple"", just survive, attack, dodge and relax
And Don't Starve do this perfectly
Btw was a nice video, i really liked your editing
I've agreed with boss HP scaling for a long time, but the game is far from a boss rush game. It's a tough as nails survival game still, and boss rushing is just a small subset of that for players looking for a challenge. Combat can get pretty stale, it's true, but it's still not the focus of the game in my opinion.
That being said I still liked your video, I appreciate new opinions in our community a lot lol 💜
Huh, is that combat music for the Hallowed Marsh?!
I look forward to your opinion on Outward.
Nice to see a fellow Outward fan. I really liked it even though the combat can sometimes feel unfair and you're incentive to cheese certain fights with traps instead. I do plan on talking about it at some point.
Hah, Traps are not cheese! I remember a time where I built 50 tripwires in a line to kill the Royal Manticore... It failed, but it did hinder the boss enough to be shot down with arrows then maced.
Good times!
@@JeyCansiz huge outward fan myself, but similarly to how you viewed don't starve together, its hard to recommend to the average person
5:35 drinking water (classic rookie mistake)
Boss rushing is hella fun though. Getting a perfect autumn (Assemble Marble, Ruins rush, DFly) is so satisfying and this game has some excellent boss encounters. Sometimes, I just try to use really stupid strategies against bosses. I've punched DFly to death and used piggies.
First point: Basically nothing changed if you play alone
Second point just self-destroys because it's a positive rather than a negative when it comes to DST
Third point: actually nothing changed in terms of survival. Nobody forces you do to bosses. Its just your mindset that changed. I started playing in DST and it was the same experience you described, just harder and with something to do after the game is no longer challenging to survive. You repeat "have to" multiple times when in reality the game doesn't force any of the hard bosses on you
Also 34 hours is a gross overestimation of the game's length if you are "rushing bosses"
And yes, the game is hit-hit-walk, you know, except for literally ANY hard boss (klaus, ck, cc, fuelweaver, shadow chess pieces, bee queen and toadstool). If it was so easy, would you agree that the combat system is punishing in the comments?
"dragonfly is easier solo" Personally, I don't play multi-player games because it makes them easier. I play multi-player because it's fun to play games with friends.
Great video! I totally expected it to be about that old drama about how this game is basically Chinese spyware, but I'm glad it wasn't.
This is definitely one of the videos of all time
to be honest the combat is not DST's main problem. The main issue is really how unintuitive a lot of key features are without spending hours researching wikis or guides. Having to explain weather, temperature, sanity, crockpot recipes, darkness, and crafting recipes makes the combat just one more complication to the game. DST is a great game, but it feels like you need a phd to play sometimes.
Comparing Dragonfly in DS and is DST is just isn't correct, in the DS it's a seasonal boss, boss that you will face no matter what you're doing, that's why she's so weak, and in DST it's a raid boss, boss that stuck in one place and will be fight with you only when you choose
either i enjoy my time with the cheat engine on endless gamemode hoping a friend joins to chill out
or i suffer the consequences of playing the game the original way
i can see where you're getting at it's clearly not necessary but it's for your own protection if you want to survive which is to at LEAST kill a few bosses with 10x the strength even though most likely you're alone or just have one friend alongside you
making this REALLY feel like a boss rush game
nonetheless just like you i love the game but i can't seem to recommend it
You have more hours in Kenshi than me so I have to trust your opinion.
That's just how we do
It is not even a "boss rush" game, as you call that, it is basically an MMO now. You have bosses, quests, character progression, classes (as characters not equally strong), skill tree, etc. Yes you still have some of the survival elements, but in current game they just feel rudimentary. I don't understand why almost no one notice this at all, but as person who played Don't Starve for a decade from time to time I just feel heartbroken and abandoned by Klei
Ok I read some comments and I think people don't quite understand the question about which you talking in this video. I don't criticize people for enjoying a DST as it is - but this game is no longer a survival orientated. Like, for example - bosses is no longer a inevitable danger which you must face each season like it was in RoG and Shipwrecked, most of them just there waiting for you whenever you want to try killing them to get a new cool loot
I think your boss rush point is kinda moot because you dont HAVE to kill those bosses, i mean sure they give great loot but they don't really go after you they're more like optional side bosses. I also kinda disagree with it being a boss rush game as many of these bosses are purely optional.
What you said is not entirely true. For the sake of context that you speak of, an important thing to mention is that those bosses are optional, and are just meant to help you find alternative solutions for your routine problems. The game is still very much a survival sandbox, and i think that shouldn't be underminded, because when it is - we get the current community of DST: Pros teaching newbies how to rush all the bosses and ignoring the core mechanics of the game. You can survive indefinitely without actually killing any of those bosses except the seasonal ones with no trouble at all. The cult of boss rushing came to be simply because it's a more exiting, risky, and impressive way of progressing in the game to secure your prolonged survival, and therefore it's better for making content. In my opinion, this is what harms the experience of many new players so much. I went through the boss-rushing phase too, and i have to say that blowing the fuelweaver up with gunpowder or swarming celestial champion with tree guards can lead to much more enjoyable experiences than you think. I like to enjoy the game instead of simply skipping it by rushing the endgame, and do everything at my own pace. As i see it, the entire point of the game is to find the most enjoyable and reliable ways to play through it each time.
Are you aware that as wanda doing 143 dps if dragonfly has 2500 hp she will die in like 18 hits which takes 18 seconds, I don’t think DST is unresonable with the bosses HP as i am a single player DST player and I managed to do all bosses by myself, plus the game can be cheesed in case people struggle with something so tbh DST is not soo bad.
25 subscribers!?... Now it's 26
Thanks Mate! Glad you liked the vid.
Insase vid for 40 subs thought you had like 50k nice job great point I totally agree with you
Oh cool, someone else said that this game has bad combat, how about that.
I don't care for the content updates anymore because that's all they add, i would be interested again if they actually made a 1.9 combat update, but is it worth getting the game review bombed? I don't know.
You are not playing the game right. It is not a boss rush.
Klei probaby would disagree with this, considering progression is literally locked behind raid bosses😆
“You are not playing the game right” mfs when they realize it’s a sandbox game and anyone can do what they want
Why do people focus on rushing bosses, why cant i just farm for 300 days straight and it be normal
id say it was the exact opposite for me, i played together when it was just released and there was not many bosses back then and that's why i hated it
There is nothing wrong with raid bosses and in the quest chain, but klei only spends time on this. For some reason, the developers absolutely do not want to take the time to survive, but only add new raid bosses and that's it
Hi there, I've been paying the game ever since we used science points to permanently unlock recipes that persisted through playthroughs.
I agree with you 100% on all of this, basically. OG game is still solid enough it doesn't need live service though. DST seems like it's become rather bloated compared to the scope of the original.
One can cope by understanding this is the Constant under Charlie's control, but it still is meh.
Yeah the updates and it's contents are... almost ALWAYS for the "Late Game".
I wouldn't mind having an n00b friendly addition to the game, like they did with the Terraria Crossover.
I've tried to play it many times. Every time on day 10 I would get mauled by hounds.
skill issue