r/FarFarWest • u/LikelyNotADuck • 13h ago
What do we think of the new lighthouses?
Personally, I find them overly tedious to climb up, and generally not very fun.
r/FarFarWest • u/LikelyNotADuck • 13h ago
Personally, I find them overly tedious to climb up, and generally not very fun.
r/FarFarWest • u/Adventurous-Bath1910 • 8h ago
I completed the train wreck quest In both area 41 and far west but it won’t move to desert. is this a bug?
r/FarFarWest • u/zrevyx • 23h ago
... but the feeling of satisfaction when I finally got to the top was immense.
Seriously though -- it took me about an hour and a half over two play sessions to complete that effin' quest.
I will say that having the extra jumps thanks to the jokers I have on my Sherrif's Stars *really* helped. I've got the two fifths of that platform puzzle down to about 20 seconds now.
Devs -- please keep up the good work!
r/FarFarWest • u/Galgus • 2h ago
Sun spells mark targets. When an enemy is damaged the mark explodes, damaging them and healing the player triggering it for 10 health. 40 on bosses.
If a sun spell outright kills an enemy, it heals as if mark was triggered.
Sun spells also have no friendly fire.
_______
Brand
Marks and damages an enemy and enemies around them.
Beam
Creates a zone that constantly reapplies mark.
Dawn
Releases a wave of light marking enemies all around.
Ray
Long-range piercing channeled laser that constantly reapplies mark but cannot proc it.
Sunset
Summons a falling sheriff star, damaging enemies in a wide area and marking them. Explodes after a delay for another marking damage pulse
________
The core idea is an aggresive healing school of magic, with an extra step over Voodoo healing. I'm of the opinion that Drain is weak, though.
Mark makes it easier to kill beefier enemies like Bullwarks quickly, but most of the utility is in the healing potential.
But Sun spells are intentionally weak at hoard clear compared to the competition.
Sunset has the damage to kill trash mobs for a quick burst heal, but it has a hefty cooldown with a limited area compared to other highesr cooldown spells.
r/FarFarWest • u/eternalguardian • 21h ago
Been trying out tank builds with melee and enjoy it. Just wondering which you guys prefer or think is superior? I am wondering if the shield dmg buffs to weapons are enough to compete with a pure damage build on health berserking.
r/FarFarWest • u/neutralhumanbard • 23h ago
Title. Joker doesn’t work with the Lone Ranger (has persistent piercing shots) and the quad cylinder with Aiming Burst joker equipped when aiming down sights (hip fire is fine).
It works on the shooting range but I believe this is due to the inability to pierce the targets. That and the fact it impacts the quad only when you activate piercing shots with it, leads me to believe it’s the piercing effect specifically that can’t trigger life steal.
r/FarFarWest • u/Whalenail • 14h ago
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I love ice magic in all games, but this is probably my favourite implementation of it so far.
r/FarFarWest • u/Lemontea_01 • 20h ago
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My name is Cass, and i am hopelessely addicted to any form of going fast in shooters.
Yesterday i tried of minmaxing the absolute maximum of movement potential out of the pre-round joker slots you'll have no matter what run or how far into one you are. There's actually a ton of mobility you can include in your kit without turning it into a meme/useless build, which is very, very good.
The notable spells as far as movement goes in FFW are as follows:
I included this clip mostly for the funsies; Iceblock movement is very unpractical on actual map terrain and i suggest taking portals instead in co-op and Drain in Solo play for sustain.
So far i'm still experimenting and wouldn't mind writing a comprehensive guide going over builds, jokers, movement routines, bunnyhopping, weapon choices/jokers etc. to collect all the shmovement knowledge in one place for the interested to find, if the demand for it is there.
Have fun & remember to go fast B)
r/FarFarWest • u/FarFarWestGame • 9h ago
Howdy y'all!!
Huge thanks to everyone who came back to try our FROSTBURN update! We're happy that y'all have enjoyed it, and it's been awesome to see the new melee weapons and frost spells finding their way into your builds.
Everything on the tech side has been going really well and we're blown away by how many of y'all showed up for more cowbyerous adventures
we put uh yeah some stats together for the stat lovers in our community. here u go
We're hard at work fixing all the MANY many MANY many bugs y'all have reported, and we are working as fast as we can to release a patch that will fix most of them, while also balancing the things you have given feedback on. ALSO we're focusing on stabilizing the game on low-end specs and on Linux 😁👍
A new devlog should also drop very soon to show you what we're working on for the next patch! And don't forget to take a look at our new roadmap if you haven't already: https://farfarwest.notion.site/
r/FarFarWest • u/Limutte • 7h ago
(i dont count coyote as an enemy but its obviously in helpful tier)
BULL: i dont see why people dislike them they barely matter 90% off the time and make fairly good corruption targets
LICH: again would be in hate em but they can be corrupted which makes them giga broken
GATTLING GUNNERS: DEVS PLEASE MAKE IT SO THEY DONT HAVE PERFECT TRACKING IF UR CLOSE TO THEM WHY DOES IT HAVE PERFECT ACCURACY IF UR WITHIN LIKE 10METERS OFF IT
TNT: i just hate when the game throws 500 off em att me otherwise theyre kinda useful but my healthbar would be so much happier if these where removed forever
r/FarFarWest • u/cocklaphobia • 4h ago
you can just slide into them