Make moths more abundant and visible
For the antidote against hemotoxin moths from Revelwood are needed. Unfortunately, they are rare and barely visible. Please make them more abundant and visible.
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17 May, '25
ViktorHighlighted comment
Really enjoy this game came back from holiday to spend an evening doing missions to get hit by this. This update has made the game effectively unplayable. We cannot play unless we dedicate our whole session to finding moths, hours of walking around randomly in a very specific part of the map hoping a single thing will turn up for. We thought the availability would be like fireflies, which would make sense. -
15 May, '25
OnlydubsLiterally about to quit and shut down my server over Hemotoxin. It persists through death, you receive the debuff from just 1 hit of a plant, takes 5 moths for 1 antidote, and you might find 1-2 moths a night..... that equates to WAY TOO MUCH FARMING. This debuff causes you to have to use more healing and god forbid mana items so you'll have to farm more of those as well! This debuff is a farm pit in its current state. For real, not even going to play until/unless it is dealt with. My only complaint in this whole game, other than this excellent work.
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16 May, '25
PardalHemotoxin, in its current state, is basically the worst thing in the entire game. It is thermonuclear hyperdeath for staff builds. (Note: I bought this game TO PLAY AS A WIZARD.) Moths are a part of that problem; a necessary component for an antidote is currently one of the hardest components to find in-game.
If this state of affairs was present on release, I probably would've asked for a a refund - my loss, admittedly, it's a stellar game, but that's just how completely game-ending Hemotoxin is for wizards. -
16 May, '25
IngerI got the debuff yesterday while in Hollow Halls in Revelwood. I was just lucky that I carried enough potions and food to make it thru. Hubby and I have now been looking for 2 nights in Revelwood - in different locations - so far with no luck. The debuff makes it hard to stay alive in fights.
We were looking forward to a day of gaming - instead I have had to log out - as a wizard there is no way I can play the game in this condition. -
16 May, '25
MykeI can’t believe the moth rarity is intentional. The debuff is nearly game breaking. One of our players got it and 3 of us spent 2 nights running around Revelwood to finally find the 5 moths needed for the cure. I went back in the shroud and after about 5 minutes got the curse, and now I have to spend a couple hours looking for moths? That is neither fun nor rewarding. Maybe it should be a separate suggestion, but these debuffs and curses should be removed altogether - they add no value to the game and seem to not be preventable.
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17 May, '25
CWTo be honest placing effects in like hemotoxin or curse to be a permanent effect is very fun destroying. There is a certain level of grind and gathering where you feel rewarded after and then there is the other side of the line where it feels like doing real life chores are much more fulfilling. If the fun of enshrouded is exploration, combat and builds. Having to pause your fun to run some chores because the game decided to "elongate" gameplay time by unfun chore lists makes it really infuriating to play. I don't mind having the hemotoxin or curse by the way, making it permanent and EVEN through death just screams a lack of play testing and actual idea of fun. Giving more things for the players to deal with is not the same as creating more content to have fun with. There are a lot in this new patch that feels like additional chores instead of features. I really hope the developers rethink their angle on developing the content moving forward.
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17 May, '25
TimPlease make ingredients for antidotes more readily available. Hemotoxin currently is an abhorrent feature of the game. Literally need to spend a couple of hours to remove a status effect that completely breaks a fundamental resource, mana. Whoever thought of this is literally insane.
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17 May, '25
KrishThe hemotoxin debuff is highly disruptiv and breaks some builds. While I like the idea of heavy permanent debuffs, the way to get the antidote is way too hard for how punishing the debuff is and how easy it is to get infected by it. I considered just ragequitting the game after getting it a 2nd time. While people focus on the moths, getting the glands is also annoying. I see no reason why you need 5 of each material to make the antidote instead of 1.
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17 May, '25
BrandonJust got this debuff yesterday. First off, I feel like I've explored the map quite a bit (level 15) and I've only had spider glands drop for me one time and I've done like 4 tombs and killed at least 100 spiders. Maybe I've just been unlucky with RNG. Secondly, as others have stated, moths are incredibly hard to find and there's no one specific area they congregate. Just randomly around revelwood at night. Now, if they spawned around fires and torches on buildings, that would make more sense, but at this point, we're all just running around aimlessly in the dark, which sucks.
Also, it doesn't make any sense that the cure for this ailment is also the preventative. That's a broken mechanic. Why would I take something to prevent a condition I MIGHT get instead of just keeping it in my bag and curing it/gaining immunity for an hour. Imo, you should make a preventative that requires common mats so that you can prepare and then be punished for not preparing if that's what happens. -
17 May, '25
levitejtAgreed, please see to this asap. Its ABSURD to have such a common debuff to only be cured by such a ultra rare ingredient. If the rarity of moths should persist, the debuff should at least be on a timer.
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18 May, '25
ThiefTo you all: During night, run the roads in Revelwood, when you see moths, mark the spot on your map. The moths always spawn at the same spot.
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18 May, '25
JCHemotoxic is so unfun, and moth is borderline impossible to find. Why would you guys even think of a curse that persist over death but no real way to farm the creature. My wife and I going to quit the stupid game
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18 May, '25
HunterSilverHemotoxin is absolutely run ending at the moment. If you get it in revelwood it can be hours before you can cure it. It makes the game miserable and I'm going to have to just put the game down if I catch it again, it is so awful.
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18 May, '25
larryI too used to LOVE this game ... thought it miles above Valheim and Conan.
But now I'm no longer going to play it. What a STUPID idea this debuff was. That designer should be IMMEDIATELY FIRED!!!!
No more Enshrouded for me, all because of this!!! -
19 May, '25
WanderI agree that this debuff is horribly disruptive. I get what they are going for, but they need to make the moths WAY more prevelent or reduce it to a single moth for the antidote. It takes way to long to cure something you get way to often. I'm a max level character returning to the game to check out the new stuff and instead have spent hours trying to get rid of a basic debuff from the early game. This is not ok. Another option would be to put in a spell or magic item or even NPC that cures it. Like make it to the shrine to clear the debuff. Very anti-fun at the moment.
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20 May, '25
VashI've spent 9 irl hours, with the day cycle set to 4 minutes, and have found zero moths.
I'd much rather the debuffs have a two hour timer that can stack up to a total of 24 hours. Then let there be a cheap cure to removes a single stack excluding the first stack and an expensive cure that removes all stacks. -
21 May, '25
LullaBy1) A disease that mainly punishes those who with mana fight and survive is not fair.
2) Only after being affected do you have information on how to cure yourself. What happened to “prevention is better than cure”?
Has the alchemist become jealous of his portentous remedies?
3) The amount of materials and their rarity/difficulty of finding them is exaggerated. Period.
4) The fact that the drop of spiders gland is buggy adds on top of and does not help to appreciate the new game mechanics.
5) ...a disease that survives death itself? Perfect! But do it right and fairly:
If debuffs persist through death, then also buffs should persist through death.
Easy fix: I disabled all curses until better implemented. -
21 May, '25
brianThis is the worst thing I've encountered in the entire game, the first time me coming to give feedback with over 600 hours played time lol.
This is the first time that I've felt Keen REALLY MESSED UP. YOU DUN GOOFED HERE KEEN. let us breed moths or make them more? MORE MOTHS PLEASE
I hate moths irl this is pathetic for me to ask. -
21 May, '25
DanyYeah moths are too rare for this, spent hours with the hemotoxin just cuz I couldn't find any with any regularity. Either increse their spawn (have them spawn around lights and fires) or reduce the number needed to 2.
As it is, I'm turning the curses off for now. -
24 May, '25
KyleWow, the comments in here are so loud and over the top. This is a survival game, where the idea is to hunt and gather in order to survive and progress. The Hemotoxin debuff is new so it will take time for player to adjust and figure out a way to operate in conjunction with this. Personally I don't mind it, I am only to Revelwoods on my new world and character and have come in contact with this debuff. I can see how moths are hard to find currently. It did take me a couple (in game) nights to find enough. A few thoughts or suggestion for the devs, if not already implemented:
1. Same spawn point every night (someone earlier made this comment. I have not checked to verify)
2. A creaftable light source that attracts moths so you can farm them at your base.
3. Maybe the moths can have a more predictable spawn location near light sources? (campfires, road lamps, check point alters along routes) -
26 May, '25
LibertyThere are two moths available (even though there are like 10 fluttering around, roll eyes) at the Gloomberry Fields when you get to that quest. Place a flame altar and farm them a few nights in a row.
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01 Jun, '25
TomAlso, in the end turned chance to get curse to Off. Looking for that Moths was really painful. Also as archer build, would also vote for more intuitive placement of moths nearby light sources. Also, compared to Fireflies, they are barely visible, making them even harder to find. And there should be more of them, since I was walking whole night in that forest and found at maximum 1 moth, if lucky. (After turning curses off, still had to find last moth since curse is not reset by that). Since regeneration is kind of powerful to restore HP and Mana, this curse cannot be simply ignored by any build. If you have enough skill to block attack, you can wear life stealing rings and some weapon to have some healing instead of wasting quickly bandages and healing potions. I liked so far everything, except when encountered this Hemotoxin sickness.
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12 Jun, '25
PaulJThe fact a WORLD SETTING exists to prevent curses should be a clue to the devs that maybe this wasn't thought out well.
A debuff that persists through deaths isn't necessarily a bad thing, but the effects should scale correspondingly. For example an effect like poison inflicts damage and can easily be lethal. It's balanced by the fact that it wears off pretty quickly even if you don't happen to have any cures on hand. It also doesn't directly kill you (in most games), though it does make other damage sources a lot more dangerous.
A debuff that completely drains ALL your mana and persists despite dying is way overtuned - yes, you call it a "cUrSe" to emphasize that it's not just a regular debuff but something Real Bad(TM). We get it. But you also need to realize that can easily be session-terminating (as evidenced by comments in here), even game-ending for some. I'm not saying the cure should be easy to make, but alternatives should also exist e.g. an NPC who can remove it.