Nerf Cave Anglers

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Nerf Cave Anglers

Postby Zepar72 » Thu Feb 27, 2020 3:55 pm

Vraatjuh wrote:Plus you can easily walk outside of his ranged attack range, since it is very limited.


If you're outside his attack, then he's outside yours . . that kinda fixes the problem imo.
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Re: Nerf Cave Anglers

Postby Vraatjuh » Thu Feb 27, 2020 4:33 pm

Zepar72 wrote:
Vraatjuh wrote:Plus you can easily walk outside of his ranged attack range, since it is very limited.


If you're outside his attack, then he's outside yours . . that kinda fixes the problem imo.


Not really, because you use this time to bring down your blue/green/red defence bars. Because of how buggy animal AI is, most animals don't automatically use defences when they can't reach you.
So you can easily walk back and forth, keeping your defence bar low while attacking the animal. At some point the cave angler will flee and you can just hop in your boat and follow it and bring down his defences even more for more damage.
At some point he will aggro of course, but you boat back to shore and repeat.

Because of the limited space it has to flee, this trick is easy as hell. And with a refresh time of caves of +-20 minutes, you can spawn a lot of cave anglers in around the same quality node.
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Re: Nerf Cave Anglers

Postby Zepar72 » Thu Feb 27, 2020 4:38 pm

Vraatjuh wrote:
Not really, because you use this time to bring down your blue/green/red defence bars. Because of how buggy animal AI is, most animals don't automatically use defences when they can't reach you.
So you can easily walk back and forth, keeping your defence bar low while attacking the animal. At some point the cave angler will flee and you can just hop in your boat and follow it and bring down his defences even more for more damage.
At some point he will aggro of course, but you boat back to shore and repeat.

Because of the limited space it has to flee, this trick is easy as hell. And with a refresh time of caves of +-20 minutes, you can spawn a lot of cave anglers in around the same quality node.


yea, that's why i think it's more about AI, than the actual mob. The whole arteficial stupidity should receive a fix. Angler problem would be fixed on it's own then.
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Re: Nerf Cave Anglers

Postby Vraatjuh » Thu Feb 27, 2020 4:53 pm

Zepar72 wrote:
Vraatjuh wrote:
Not really, because you use this time to bring down your blue/green/red defence bars. Because of how buggy animal AI is, most animals don't automatically use defences when they can't reach you.
So you can easily walk back and forth, keeping your defence bar low while attacking the animal. At some point the cave angler will flee and you can just hop in your boat and follow it and bring down his defences even more for more damage.
At some point he will aggro of course, but you boat back to shore and repeat.

Because of the limited space it has to flee, this trick is easy as hell. And with a refresh time of caves of +-20 minutes, you can spawn a lot of cave anglers in around the same quality node.


yea, that's why i think it's more about AI, than the actual mob. The whole arteficial stupidity should receive a fix. Angler problem would be fixed on it's own then.


I very much agree. But since that is not something they can 'fix' before world 12 commences, they should just quick-fix it now by nerfing the Cave Angler itself.
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Re: Nerf Cave Anglers

Postby rye130 » Thu Feb 27, 2020 7:03 pm

Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?
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Re: Nerf Cave Anglers

Postby Vraatjuh » Thu Feb 27, 2020 7:05 pm

rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?


Because you can refresh their spawn every ~20 minutes by logging in/out. Making it pretty much possible to effectively farm them. Something that is a lot harder with bears/mammoths/whales because you have a lot less influence on their spawn rate.
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Re: Nerf Cave Anglers

Postby rye130 » Thu Feb 27, 2020 7:39 pm

Vraatjuh wrote:
rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?


Because you can refresh their spawn every ~20 minutes by logging in/out. Making it pretty much possible to effectively farm them. Something that is a lot harder with bears/mammoths/whales because you have a lot less influence on their spawn rate.


So then is the proper fix just to nerf their spawn rate to make them more similar to other animals?

I like cave anglers and don't want them to become completely useless just because caves refresh more often then above ground.
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Re: Nerf Cave Anglers

Postby Vraatjuh » Thu Feb 27, 2020 8:21 pm

rye130 wrote:
Vraatjuh wrote:
rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?


Because you can refresh their spawn every ~20 minutes by logging in/out. Making it pretty much possible to effectively farm them. Something that is a lot harder with bears/mammoths/whales because you have a lot less influence on their spawn rate.


So then is the proper fix just to nerf their spawn rate to make them more similar to other animals?

I like cave anglers and don't want them to become completely useless just because caves refresh more often then above ground.


Reduce either the maximum quality of cave anglers, reduce their spawn rate or cap their max quality based on cave level. Cave anglers are OP!

That was one of my suggestions indeed.
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Re: Nerf Cave Anglers

Postby dorag » Fri Feb 28, 2020 8:07 pm

Lunarius_Haberdash wrote:
flashshark wrote:Zero skill, just RNG.
Would be nice if animals didn't have quality nodes, but rather random qualities every time. Or something like (base quality + accumulated bonus from quests + the random extra quality).
Just animals :)


... Man oh man. I have so much love and hate for this idea. Would be kinda awesome to have animal Q cycle with the seasons though.

thatd be cool idk about rando qualitys on animals instead of nodes b.c that menas that you just hunt all day whichi d enjoy tbh looking for the highest quality possible animal
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Re: Nerf Cave Anglers

Postby stickman » Fri Feb 28, 2020 8:24 pm

I also think they should be capped per cave level. so lvl 1 you can only get like q100, then 150 at 2 etc

It was my job to farm anglers this world and our first 2 HQ kilns were made out mostly angler bones. It was way more consistent then finding bears and way safer because no pkers around. infact i basically stopped farming bears after awhile and only did anglers.

EDIT: if they spat water at you that would be kinda interesting though
Last edited by stickman on Fri Feb 28, 2020 8:39 pm, edited 1 time in total.
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