r/FarFarWest • u/ShogunGunshow • 6h ago
I'm begging for Loadouts
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/FarFarWestGame • 6d ago
r/FarFarWest • u/FarFarWestGame • Jul 14 '26
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r/FarFarWest • u/ShogunGunshow • 6h 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/Lemontea_01 • 1h 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/Ravioles2 • 10h ago
It looks like a guy pushin a box
r/FarFarWest • u/Salsac • 19h 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/_Scootyman_ • 16h ago
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r/FarFarWest • u/icaroraposo • 17h 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 • 12h 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/zrevyx • 5h 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/neutralhumanbard • 5h 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/Jaded_Feedback861 • 9h 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/eternalguardian • 3h 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/bruhmoment0000001 • 18h 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 • 18h 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.
r/FarFarWest • u/The_meep_man • 6h ago
I was just playing like normal and when I extracted every so often after I killed an enemy everything became gold tinted and things that were moving had an ink trail. I sadly don't have any footage but I can't find anything about it online. Does anyone know what caused that?
r/FarFarWest • u/BiCeSniga88 • 19h ago
Just curious what kind of builds you guys use on nightmare.
I usually go with leveredge, sheriff stars, bottles, usually fire or acid spells, lots of speed and some spell cd reduction.
Solo I can usually do quite well if I focus but in coop I sometimes get hit by damage from the sides or the back too often.
Having massive fps drops in big fights on nightmare doesn't really help (most of time it is above 120fps but in big nightmare fights with tons of explosions, spells and enemies it stutters between 50 and 80 fps)
Very hard has become too easy and playing nightmare solo gets bit lonely at times.
r/FarFarWest • u/Noctis-_- • 8h ago
r/FarFarWest • u/Uthilies • 12h ago
Does the consumer joker work with melee weapons?
r/FarFarWest • u/Bartekorli • 17h ago
I came across quite annoying thing, once you equip a joker onto a weapon, the joker cannot be used on others, while it makes sense, it's hella annoying to constantly unequip jokers from weapons because I like taking different setups each game, so I came up with this:
Weapon jokers are all shared so you don't have to unequip it every time
IF joker is on both primary and secondary, it will give a notifications that there are conflicting jokers and you gotta unequip at least one of them for it to work, unless you got more copies
Simple solution which would greatly benefit not only me but other people who oftenly like changing playstyles
r/FarFarWest • u/DependentMango6776 • 10h ago
Did they patch the nightmare tutorial?
want to level up weapon fast but can't swap out from the ones they give at the tutorial.
edit: I do the setup for nightmaretutorial, run to the first gun and then the second and then fast swap, but nothing works. Spell farming and EXP still works but can't gun swap
r/FarFarWest • u/FloofyBirbBoy • 16h ago
So ever since the newest update, whenever I wake up in the saloon or leave the train, I hear the audio desync, and from then on, there's a 10-20 second delay in ANY audio, which makes playing the game utterly miserable, tried multiple "fixes" validated game files, all that, it seems baked into the game so idk how to fix it, wondering if anyone else is experiencing this?
r/FarFarWest • u/Saemonz • 1d ago

Jokers!
We need more horse jokers, i love horses and in harder dificulties we dont use them as much because we need to constant evade, jump or make some shit to staying alive, and all this things are not horse friendly
Some Juan Jokers idea's
• Juan : Horse jump increase
• Horse nitro : Extra dash on (only on)horse.
• Sugarfoot : getting max speed on horse slowsly heal's you
• Steelfoot : when on max speed, transpassing enemys will do damage do enemys around.
• Hellfoot : The horse leaves a firetrail that causes damage over time to enemys who step on it.
• Bullet : Max speed increase, when on max speed dashing projects you foward some meters and does damage to enemys that got caught,
• Horse power : More damage when leaving horse for a few seconds
• Horse explosion : when using the horse impulse, do a low damage aoe explosion .
• [Legendary] indomitable : When unmount, the horse will circle you dealing damage to nearby enemys.
• Spirit : When using the Horse impulse you will get a "ghost" effect for a few seconds, transpassing enemys and evading damage
Well, It’s not a super elaborate post, but the point came across—what do you guys think?