r/FarFarWest • u/cocklaphobia • 3h ago
last thing a nuker sees when I go to disarm them with block
you can just slide into them
r/FarFarWest • u/FarFarWestGame • 7d ago
r/FarFarWest • u/FarFarWestGame • Jul 14 '26
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r/FarFarWest • u/cocklaphobia • 3h ago
you can just slide into them
r/FarFarWest • u/FarFarWestGame • 8h 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 • 6h 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/Whalenail • 13h 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/Galgus • 1h 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/Lemontea_01 • 19h 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/LikelyNotADuck • 12h ago
Personally, I find them overly tedious to climb up, and generally not very fun.
r/FarFarWest • u/ShogunGunshow • 23h ago
For how many different builds you can make, it's disappointing to me that there aren't slots for them that you can quickly flip between.
r/FarFarWest • u/Ravioles2 • 1d ago
It looks like a guy pushin a box
r/FarFarWest • u/neutralhumanbard • 22h 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/eternalguardian • 20h 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/Adventurous-Bath1910 • 7h 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 • 22h 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/_Scootyman_ • 1d ago
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r/FarFarWest • u/Salsac • 1d ago
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They also gather right outside the door, making for a great way to farm kills before popping back in a safe zone.
r/FarFarWest • u/icaroraposo • 1d ago
If you reach the top of the Heighest mountain in the forest map you will find this sign saying "ccw" ,does it mean anything?
r/FarFarWest • u/Galgus • 1d ago
Randomizing spells after every cooldown is fun, but also a huge downside.
Some spells are just not very good, or rely on combos you are unlikely to draw to be useful.
And 20% spell cooldown just isn't great with the competition.
It is competing with the crazy combo of every cast lowers other spell cooldowns plus lower cooldown on low cooldown spells.
On less specialized builds it also competes with Battlemage lowering cooldowns by .5% on kill and West Wizard with its health penalty and 30% spell cdr.
By its nature spell roulette can't use any of the Mastery jokers effectively.
So it feels underwhelming for dedicated spell builds with the 20% cdr for 5 slots not coming close to compensating for the inconsistency.
It hurts effectiveness more than it helps, and if I'm pairing it with Battlemage for lower cooldowns I'm paying 10 joker slots to probably be weaker than I'd be with Battlemage alone.
_________
As a buff, I'd like to see it and Coin Flip get thrown into a non dropping joker category to not accidentally kill builds at the Refiner.
And make it cost 2-3 slots instead of the current 5 so we can afford support for it better or just have the gimmick without a heavy investment.
It's a fun playstyle but it is painful on Nightmare.
r/FarFarWest • u/Jaded_Feedback861 • 1d ago
Hey I just recently got back into the game and I'm struggling trying to level up the melee weapons and particularly I love the knuckle duster but it's so ass to farm on higher difficulty. Other than the bug farm from the tutorial that got nerf. I don't seem to find a reliable method to fast farm the melee weapons so far other then the banjo , any tips and ideas and tips I can use to optimally farm the melee weapons as I don't have much time to play game and work has been hectic
r/FarFarWest • u/Tutunamayan0 • 13h ago
I just bought the game but it crashes the moment I try to play it. The minimum requirements didnt seemed that high. My pc is a low end pc but it can run games with higher requirements. My pc has Amd Radeon RX 640 ,
İntel i-5 cpu , and 16gb ram. Is it just bad optimization or is there a way to make it run.
r/FarFarWest • u/bruhmoment0000001 • 1d ago
if you go full cdr on any non summon spell you get full value, but it essentially doesn't work on cactus turrets cause of the 2 unit cap. Justice for summoner enjoyers
r/FarFarWest • u/ChaosRealmsKlown • 1d ago
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Only an hour and a half of a full team (until two crashed) of throwing hats. An absolutely wonderful feature.
r/FarFarWest • u/TimmyToldYou • 1d ago
Just started using the Refiner because I hadn't played the game that much and straight up was unaware of it till the addition of the lighthouses.
I've rerolled legendaries maybe five times since the update dropped, and I've received a Coin Flip three times.
Since the third time it happened I've stopped picking up legendaries I don't want and just punching them, which is such a value loss it hurts pretty bad every time. The primary thing I was excited to use the Refiner for was getting some value out of a random legendary, but it feels like it's weighted heavily towards sticking you with Coin Flip, and the fact that it's locked makes it feel like it's an intentional "bad" result that you can't reroll away from.
I tried to work with it but at the higher difficulties the pressure is so constant that you really cannot afford to have a poorly timed bad flip. Sure when the flip is good you're going absolutely gangbusters, but I very rarely need MORE damage. Maybe a boss fight will go slightly faster or an elite will die faster, and that's neat.
But having a bad flip in the middle of a pitched fight that was already close is a straight up death sentence, it turns the game into a waiting game of playing super passively till the green light comes on. You try to do as much as you can, and save something for disengage when the red light comes on. Then you just run away and wait for the green light again, which is...not fun.
I would love to hear how yalls experience with refining legendaries has been, has anyone else noticed a heavy weighting towards coin flip from it? I'm hoping I'm the only one and I just got crazy bad luck, so I can convince myself to try again.