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Klei pls fix this rework


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4 minutes ago, Bird Up said:

Can't relate to like 80% of what I read here, but my 2 cents are that bosses shouldn't do double damage to Abby, and the defensive elixir should give damage reduction. Other elixirs could use a buff too. Other than that, Wendy is perfect. <3

damn for that my abi almost die against goose so easy (didnt see how much damage per hit because was bussy recalling her xd), i dont realize that. They should damage  like a player, she will still diying but has a chance with elixirs

Just now, ArubaroBeefalo said:

damn for that my abi almost die against goose, i dont realize that. They should damage  like a player, she will still diying but has a chance with elixirs

Yeah bosses that do 75 damage to players do 150 to Abigail. Sadly makes her very unviable for fighting some bosses.

1 minute ago, Bird Up said:

Yeah bosses that do 75 damage to players do 150 to Abigail. Sadly makes her very unviable for fighting some bosses.

yeah, i started the fight thinking in that 75 damage, i though she will manage to live with the healing elixir but i didnt have time to use it before she reach 20% hp in no time

Vigor Mortis actually allows you to go through an Entire night without ever needing a Light source using only Abigails glow, you can still move around the map and she will catch back up to you before Charlie’s Darkness can kill you.

 

Its small things like THAT, that a Wendy main can appreciate. <3 Thanks Klei

So yes abby and wendy were always supposed to be weak in  1v1 fights but thats the downside of the character. This is without it being explicitly stated on the character screen.   Not my idea but i really enjoyed it which was why not have the abby levels  be similar to how there were initially with the 10/20/40 damage 150 /300/ 600 hp respectively. Using this method still allows players to engage with abby without worrying  about death themselves  but also  they need to keep in mind abby's hp  or risk her going back to  her weak status. 

if the idea of having abby fight harder while wendy is weak is still in place  why not increase her attack rate  currently its about 1 every tick and as hp goes lower  it can increase  but the player still will know the base damage of each hit   and not have to worry  if  abby is doing single target damage or the weaker multi target damage.  Having her do a flat stable damage  allows for players to  know what  they can and cant do without needing to become a professor in math.  

so that would be for base abby and wendy interactions

next you can "spice" up abby with the elixirs   I feel they should act like warlys food have multiple effects on abby at once and last about half a day similar to warly food but they could set to be more effective  the lower the  level of abby. An example of this would be like the damage boost elixir instead of doing 20%  of damage have it be a 15 dmg flat buff
this will push the lvl 1 abby into 4 hit territory for x100 hp mobs
lvl 2 into 3 hit at 35
and lvl 3 into 2 hit at 55dmg

currently in a fight in order to do the lvl 3 dmg against enemies you need to be at minimum 8 hp as wendy  which leads to the aspect of only letting abby fight and not actually helping her in fear of dying.  and i feel this really goes against  the role of abby and wendy supporting each other.

and for defense Idk how to change it more people want it to be a percentage  resist I feel it would need to be adjusted  to fit with the levels but it doesnt work the same as with damage where just adding flat damage benefits the lower lvl abby more than the high level abby


Give some thoughts on what you think

thanks to @KoreanWaffles for the math
8 Health - 100 damage in 3 ticks 39 Health - 100 damage in 4 ticks 63 Health - 100 damage in 5 ticks 83 Health - 100 damage in 6 ticks 103 Health - 100 damage in 7 ticks 138 health - 100 damage in 8 ticks

Damage numbers for multiple enemies compared to wendys hp each tick is 1 abby hit

9 minutes ago, EsaiXD said:

So yes abby and wendy were always supposed to be weak in  1v1 fights but thats the downside of the character. This is without it being explicitly stated on the character screen.   Not my idea but i really enjoyed it which was why not have the abby levels  be similar to how there were initially with the 10/20/40 damage 150 /300/ 600 hp respectively. Using this method still allows players to engage with abby without worrying  about death themselves  but also  they need to keep in mind abby's hp  or risk her going back to  her weak status. 

if the idea of having abby fight harder while wendy is weak is still in place  why not increase her attack rate  currently its about 1 every tick and as hp goes lower  it can increase  but the player still will know the base damage of each hit   and not have to worry  if  abby is doing single target damage or the weaker multi target damage.  Having her do a flat stable damage  allows for players to  know what  they can and cant do without needing to become a professor in math.  

so that would be for base abby and wendy interactions

next you can "spice" up abby with the elixirs   I feel they should act like warlys food have multiple effects on abby at once and last about half a day similar to warly food but they could set to be more effective  the lower the  level of abby. An example of this would be like the damage boost elixir instead of doing 20%  of damage have it be a 15 dmg flat buff
this will push the lvl 1 abby into 4 hit territory for x100 hp mobs
lvl 2 into 3 hit at 35
and lvl 3 into 2 hit at 55dmg

currently in a fight in order to do the lvl 3 dmg against enemies you need to be at minimum 8 hp as wendy  which leads to the aspect of only letting abby fight and not actually helping her in fear of dying.  and i feel this really goes against  the role of abby and wendy supporting each other.

and for defense Idk how to change it more people want it to be a percentage  resist I feel it would need to be adjusted  to fit with the levels but it doesnt work the same as with damage where just adding flat damage benefits the lower lvl abby more than the high level abby


Give some thoughts on what you think

I can't contradict anything you said, they were all good ideas, we just have to wait for klei to decide what to do. Thanks A LOT for your contribution! :D

In my opinion, I believe that the following changes would be beneficial for the current Abigail, keeping a little of the old gameplay:
Abigail Level 1 = 10dmg
Abigail Level 2 = 20dmg / 3 days to UP (With Sisturn 2 days)
Abigail Level 3 = 40dmg / 6 days to UP (With Sisturn 4 days)

I thought it would take longer for Abigail to evolve just thinking about the use and care that the player will have in keeping her alive!

Change the DEF Elixir to give her a little % of defense
Stack any Elixir with HEALING Elixirs... making it possible to use any elixir plus the healing elixir

This will be nice, the old + new Abigail Mechanics.
Not OVERPOWER, not NERFED...

THATS IT...

5 minutes ago, reDink said:

In my opinion, I believe that the following changes would be beneficial for the current Abigail, keeping a little of the old gameplay:
Abigail Level 1 = 10dmg
Abigail Level 2 = 20dmg / 3 days to UP (With Sisturn 2 days)
Abigail Level 3 = 40dmg / 6 days to UP (With Sisturn 4 days)

I thought it would take longer for Abigail to evolve just thinking about the use and care that the player will have in keeping her alive!

Change the DEF Elixir to give her a little % of defense
Stack any Elixir with HEALING Elixirs... making it possible to use any elixir plus the healing elixir

This will be nice, the old + new Abigail Mechanics.
Not OVERPOWER, not NERFED...

THATS IT...

Also sounds amazing! It will help Klei to get a good idea for changes. That really sounds very good.

The character Wendy already has reduced damage compared to the other characters, Abigail only attacks if you attack, and she takes time to try to defend you from the mobs, unlike the bernie who pulls 100% of the mobs that appear;

-Abigail only gives damage equivalent to bernie (50 per hit) if Wendy has 20HP, this in a single MOB;

-Wendy with 20 HP, if she receives damage from the mob she is hitting she runs the risk of dying for trying to have acceptable damage with Abigail.

-If you want to kill more than 1 mob with damage similar to the old abigail at night (40 per hit), this is no longer possible.

-If you would like to go to the cave using wendy (like me) it is not the same thing anymore.

The game is survival so I believe that keeping the player’s life low doesn’t match the mechanics of the game, after all the objective of the game is to survive and not be short of life to get a good benefit, unless the benefit is very good, the which is not the case with Wendy, unfortunately :/ 

As long as the things we want to see fixed do not contradict with Klei’s future content updates, what harm could it do?

However please do keep in Mind that Klei is probably 7 updates or more ahead of anything we have even yet to see BETA PHASES for.

So a simple suggestion like “Allow Abigail to do +1 extra tick of damage per enemy that is attacking her”

Sure that would be nice for hounds and Frog Rain BUT.. Klei is probably testing this stuff versus the Final End game battle with Charlie & Them..

 

Let’s pretend that the final boss has a large health bar and endlessly spawns infinite amounts of minions until it’s dead...

Could you imagine how incredibly broken and overpowered that 1+ would become in that situation?

YES I want to see Wendy’s Refresh tweaked a little bit just as much as any of you do- BUT I also wouldn’t want those changes to effect the Future content Klei is currently testing her out on.

JoeW said it best in one of his own comments- We as fans at any particular time can only suggest features and changes based on how the game is now, or how we can imagine it being in the future.. we see things from where the game is at Now.

Klei Staff on the other hand are seeing these features and change requests effecting content plans in the future.

We think about where the game Is, THEY Think about where the game will Be.

Thats not exactly word for word what he said.. but if I can find the post I’ll link it as to not avoid any misinformation..

11th post down.

3 minutes ago, nickymilky said:

The character Wendy already has reduced damage compared to the other characters, Abigail only attacks if you attack, and she takes time to try to defend you from the mobs, unlike the bernie who pulls 100% of the mobs that appear;

-Abigail only gives damage equivalent to bernie (50 per hit) if Wendy has 20HP, this in a single MOB;

-Wendy with 20 HP, if she receives damage from the mob she is hitting she runs the risk of dying for trying to have acceptable damage with Abigail.

-If you want to kill more than 1 mob with damage similar to the old abigail at night (40 per hit), this is no longer possible.

-If you would like to go to the cave using wendy (like me) it is not the same thing anymore.

The game is survival so I believe that keeping the player’s life low doesn’t match the mechanics of the game, after all the objective of the game is to survive and not be short of life to get a good benefit, unless the benefit is very good, the which is not the case with Wendy, unfortunately :/ 

I appreciate your opinion. It will help Klei a lot to make the best decision, as we hope!

4 minutes ago, Mike23Ua said:

As long as the things we want to see fixed do not contradict with Klei’s future content updates, what harm could it do?

However please do keep in Mind that Klei is probably 7 updates or more ahead of anything we have even yet to see BETA PHASES for.

So a simple suggestion like “Allow Abigail to do +1 extra tick of damage per enemy that is attacking her”

Sure that would be nice for hounds and Frog Rain BUT.. Klei is probably testing this stuff versus the Final End game battle with Charlie & Them..

 

Let’s pretend that the final boss has a large health bar and endlessly spawns infinite amounts of minions until it’s dead...

Could you imagine how incredibly broken and overpowered that 1+ would become in that situation?

YES I want to see Wendy’s Refresh tweaked a little bit just as much as any of you do- BUT I also wouldn’t want those changes to effect the Future content Klei is currently testing her out on.

JoeW said it best in one of his own comments- We as fans at any particular time can only suggest features and changes based on how the game is now, or how we can imagine it being in the future.. we see things from where the game is at Now.

Klei Staff on the other hand are seeing these features and change requests effecting content plans in the future.

We think about where the game Is, THEY Think about where the game will Be.

Thats not exactly word for word what he said.. but if I can find the post I’ll link it as to not avoid any misinformation..

11th post down.

I appreciate that way of thinking, but whatever information is necessary, Klei would keep us informed. We are playing a role that helps them a lot, which is to gather all possible opinions to reach a good decision, so you don’t have to limit yourself to this speculation, you need to say everything you think could be an improvement to help their work and satisfy us with the decision they'll make. :)

1 hour ago, nickymilky said:

The character Wendy already has reduced damage compared to the other characters, Abigail only attacks if you attack, and she takes time to try to defend you from the mobs, unlike the bernie who pulls 100% of the mobs that appear;

-Abigail only gives damage equivalent to bernie (50 per hit) if Wendy has 20HP, this in a single MOB;

-Wendy with 20 HP, if she receives damage from the mob she is hitting she runs the risk of dying for trying to have acceptable damage with Abigail.

-If you want to kill more than 1 mob with damage similar to the old abigail at night (40 per hit), this is no longer possible.

-If you would like to go to the cave using wendy (like me) it is not the same thing anymore.

The game is survival so I believe that keeping the player’s life low doesn’t match the mechanics of the game, after all the objective of the game is to survive and not be short of life to get a good benefit, unless the benefit is very good, the which is not the case with Wendy, unfortunately :/ 

She auto aggro aggressive mobs if told so.

-Abigail shouldn't be compared to Bernie, the bear can't deal with 100 hounds like Abigail now can. Bernie is better at single target and afk fuel farming.

-You don't need to keep Wendy's HP low, Abigail is fine even with Wendy at 100% at doing her job of taking multiple mobs. At 75hp, same as Maxwell, Abigail can deal with absurd amounts of monsters that no other character can now, not even old Abi could.

-Old Abigail couldn't survive the first point I made, and if hound waves appeared at day time before you would have no choice other than see Abi dying.

-Splumonkeys? She is still pretty fine at killing them. Never bothered killing any of the spider variants in there. Ruins rushing wasn't Wendy's strength to begin with. And I don't know how well old Abigail dealt against bunnyman, so I have nothing to say here, I would say not great since I never saw someone using Abi to farm them.

Pretty debatable whether the benefit of added damage is worth playing at 50~75% hp, you still have a lot of hp to work with but Abigail is pretty useful at mob control independent of your hp. Leave the min-maxing to people that are into that, you rarely will need the 1~30hp damage boost on the usual playthrough, if ever. EDIT: But it can come in handy when you mess up and take a lot of damage, just try to survive when that happens while Abigail clean up the mess.

Speaking as a Willow main with little to no Wendy experience

I find her new rework to be quite fun as well as balanced
Having a risk vs reward with needing to be low health to deal more damage with abigail is interesting
and being able to summon / unsummon abigail on demand makes combat with her feel fun (at least to me)
As well as her healing on her own, which Bernie cant exactly do. Along with what bernie cant do, is area damage.

Now I do agree with the shield potion needing a change... it seems very underwhelming and basically useless unless used against spider warriors or frogs... Unless they attack at different times, then its useless again
If they just made it damage reduction for like a single minute, that would at least be more useful than what is there now

And back to Abigail Vs Bernie
If you use the damage potion and low health, you are able to get her damage vs multiple mobs above 50, making her DPS much higher Bernie. And it can get above 70 if fighting a single mob
Now of course you need to be at low health for this and if you are lagging, this obviously wont be able to help, so I can see why some people dont like this sort of play style. 

TLDR:
Basically, I think her doing less damage to multiple mobs is fine, as it technically has higher DPS than just 1 enemy
And change the shield potion to just be damage reduction :/ (or even full damage immunity?)

A lot of good comments in this thread.  I wonder what went wrong...

It seems to me that the idea of giving Abi a damage boost when Wendy is low health is where people are getting lost.  It sounds like they don't like the idea of running around at 50% health to have a strong abi (she is decent if you're at 50% health btw.)

I think it makes sense that this isn't jiving with players very well because a character who is both low health AND has a damage penalty sounds like a character that wants to stay away from combat...  

Perhaps that is the real issue.  I was wondering... what if the cistern, instead of just being a sanity / abi growth structure, were able to control Abi's stats?  Say every flower petal you put in gives her X health, and every evil flower petal gives her X damage.  She no longer grows over time.  You deal with her base stats until you've built and filled a cistern and then you always deal with that abi.  If you want more health to tank you can give her more flowers.  If you want more damage you can give it multiple evil flowers.

I think this kinda fits with Wendy's flower theme and gives her a way to balance her needs from Abi without needing to put her own health at risk.  Although it turns a homeless bee / flower garden into an essential structure I don't think that's a bad thing since Wendy's thing has always been flowers.

PS: with 50% health Abi is absolutely amazing at clearing shadow monkeys, mini tentacles, frogs, ect.  Maybe carrying some red caps is just part of her kit now...

PPS: The riled up Abigail is way too passive.  I believe she ignored even shadow monkeys until they swing at me.  I'd much rather have a completely indiscriminate Abi murder machine willing to kill glommer, tamed beefs, and webbers than an Abi who ignores so many mobs in her aggro state...

So I had an idea, if the HP thing were to be kept as is, Wendy could be able to create an equippable item that puts her at 1HP, like Nightmare Amulet does with sanity, that way a player could stay at max HP most times, but be able to sparingly lower her HP for Abigail to do more damage.

Of course, the usual risks of being at such a low HP would still be there, but at least you'd be able to just remove it if a situation felt too dangerous.

48 minutes ago, Lukmendes said:

Wendy could be able to create an equippable item that puts her at 1HP, like Nightmare Amulet does with sanity

You can sorta do this with Warly's nightmare pies if you have 0 sanity.
Sorta a synergy I guess?

Idk, but having something like this might be nice
Since for the risk of having 1 HP and less armor, you let abigail do more damage...
But i think it should have low durability... maybe last 1-2 minutes, but be refillable or cheap

Hi! I don't know if anyone said this before as I skipped pretty much 2 out of 5 pages since it's all argument and I'm bored but the shield elixir does work!

The thing is that it works by increasing the duration of Abigail's passive shield and I think it increased the duration by quite abit as the passive shield activated for a very tiny period by can actually negate damage say, 5 frogs attack at the same time but 1 attacks 0.1 second faster thus the shield will activate and negate the 4 other frogs' attacks. Giving Abby the defense elixir will extend the shield, letting her block attacks her passive shield couldn't such as a tentacle's second attack. Test it if you think it's false.

2 hours ago, Lukmendes said:

So I had an idea, if the HP thing were to be kept as is, Wendy could be able to create an equippable item that puts her at 1HP, like Nightmare Amulet does with sanity, that way a player could stay at max HP most times, but be able to sparingly lower her HP for Abigail to do more damage.

Of course, the usual risks of being at such a low HP would still be there, but at least you'd be able to just remove it if a situation felt too dangerous.

Why is everyone getting lost on this? Playing as Wendy, is.. was.. and always has been easier then playing as Wilson, Wes, Warly.. etc.

So I don’t understand Why Klei would actually Encourage to flip that with her Refresh and make it so that running around with 1hp all the time is a GOOD thing.

I would prefer it if they allowed you to increase Abigail damage by other means, such as putting Evil Flower into Sisturn for Example.. 

I love the Rework, I just don’t understand why they took one of the easiest characters in the game to play and turned into something that only extremely skilled players will be able to effectively use to its full potential :( 

28 minutes ago, Mike23Ua said:

Why is everyone getting lost on this? Playing as Wendy, is.. was.. and always has been easier then playing as Wilson, Wes, Warly.. etc.

So I don’t understand Why Klei would actually Encourage to flip that with her Refresh and make it so that running around with 1hp all the time is a GOOD thing.

I would prefer it if they allowed you to increase Abigail damage by other means, such as putting Evil Flower into Sisturn for Example.. 

I love the Rework, I just don’t understand why they took one of the easiest characters in the game to play and turned into something that only extremely skilled players will be able to effectively use to its full potential :( 

I'd actually be fine with her being harder to play. The thing is whether there's enough upsides or potential to balance it out. 

One of my issues with the Wendy Rework is that she overall got a nerf to her bossing capabilities. Wendy was already one of the weakest characters to fight bosses with (Wes aside). What people would complain about was Wendy's low dps due to her damage penalty, the amount of EXTRA time it would take to kill enemies, and the amount of EXTRA resources they would have to burn through in the form of armor, weapons, and healing to be able to achieve what even Wilson could do. The more hp a boss has, the more painfully noticeable her -25% damage dealt becomes.

When the first version of Wendy's Rework was released, I was pleasantly surprised to see how aggressive Abby's Riled form was with regards to attacking Butterflies and Bees. She would hone in on them, as well as aggressive mobs, more quickly, and made for better multitasking with regards to farming food and resources to prepare for situations such as hound waves or bosses. I thought Klei had decided to give her boost to her resource gathering capabilities, and was a fan of that. The only downside to her increased aggressiveness was that she would sometimes target mobs such as beefalo (particularly tamed ones) and glommer. Aside from that, her other downside for me was that Abby dealt less damage when fighting multiple enemies at once. It didn't make sense to me that she would deal reduced damage given that before the rework, Abby was able to deal 10 damage in the morning, 20 damage in the afternoon and 40 damage at night. The afternoon and night comprise of 50% of the total day cycle in DST for 2 out of the 4 seasons (Spring and Fall), with Summer having more morning and Winter having less morning. So, the net average damage for Abby pre-rework would be around 20. Her rework made it so she'd have consistent 20 damage across the board regardless of time of day, but made it so she'd do 12 damage when attacking mobs regardless of time of day. Overall, it's a nerf to her mobbing capabilities.

So, I thought that if Klei altered Abby's AI to exclude attacking certain mobs and if they removed the damage penalty on Abby, it would have been a near perfect rework.

 

What instead happened though was that Abby no longer attacks most non-aggressive mobs, bringing her farming capabilities back to pre-rework (actually even less so due to Abby's reduced damage vs mobs). In addition, she was no longer as quick to respond to threats as she was during the first part of the rework. 

I'm really hoping Klei would consider buffing her AI and damage back. There weren't enough buffs to balance out the reduced damage she received. 

Yeah I actually preferred it if Klei gave Abby back her insanely high aggressiveness before they patched it. It was super useful especially if you have 9 flowers packed in a square close to your campfire where you'll be when you prototype/store stuff. Just constant stream of butterfly wings which was great.

Heck, once in a server we just had a Wendy or two afk in base next to the flowers and once in a while when someone comes back to base the butterfly production would spike (due to how butterfly spawning works) and they would just grab a stack of wings and dump it into the icebox.

Now that they removed this very nice and convienient feature of Abigail's Rile Up mode, Abigail just became... normal I suppose. I mean, we could do away with slaying tamed beefalos and cute glommer but other than that please keep the heightened aggressiveness. Of course it could become a very cheap way of earning food through 2-3 Wendys surrounding a big patch of flowers but then again, it comes at a cost of not getting anything productive except food. No one is chopping trees, no one is mining rocks and no one is exploring. They're all just sitting in the middle of a flower field, staring into the horizon menacingly.

I think this is the first rework which got quite a bit of negative feedback from Klei. I'm sure they will attempt to improve Wendy's design. I personally am okay with this, although I am okay with anything so it doesn't say much XD

29 minutes ago, Wytera said:

snip

She actually took a boost to her mob farming capabitlities, as she now has a passive shield that blocks all incoming damage that activates periodically when fighting mobs.

This for some reason is not mentioned anywhere in the update notes and I had to dig through the files to figure out how it worked.

23 hours ago, CremeLover said:

 Abigail has a natural shield, but you can reinforce said shield by giving her the defense elixir. The shield activates on being hit and ONLY upon being hit, much like thucelite crown.

The shield duration is tied to the shield animations, and this might have been a difficult thing to observe on the naked eye, but here it is.

Default last 0.42 seconds

shiled_abigail_shield_shield.thumb.gif.51f04162b48b08893038c02be5ec11c1.gif

And the ones with elixir buffs lasts 0.72 seconds, roughly 70% more of default shield duration

shiled_abigail_shield_shield_buff.thumb.gif.bf8be3c369ae4530c5a46b14ca79aa6d.gifshiled_abigail_shield_shield_retaliation.thumb.gif.f0a5b272b5096bcfd7b641ec57b6ca9a.gif

So the elixir is working as intended

So when fighting very large crowds of mobs, she actually got "improved" (making her capable of taking on even larger crowds of mobs, while also increasing the time it takes to kill said crowd)

@CremeLover Ah, ok. Thanks for explaining that. I'm surprised that wasn't explained in the patch notes for her. That shield, plus the fact you can now desummon her without losing her upgrades (via dragging her flower over her) are things I'd say were very positive changes.

6 hours ago, CremeLover said:

She actually took a boost to her mob farming capabitlities, as she now has a passive shield that blocks all incoming damage that activates periodically when fighting mobs.

This for some reason is not mentioned anywhere in the update notes and I had to dig through the files to figure out how it worked.

So when fighting very large crowds of mobs, she actually got "improved" (making her capable of taking on even larger crowds of mobs, while also increasing the time it takes to kill said crowd)

How the bloody heck can people NOT have figured this out for themselves???? Before the Rework Abigail would of Died near instantly to Frog Rain Swarms... With the Rework Though Abigail can clear the entire Frog Rain Session.

I also think potions should last a little longer (maybe this effect can also factor in how many Mourning glories we use in crafting it, or how many potions we feed Abigail at once....) And that the effects of Potions should Stack- So if I want a fast moving Abigail wearing a Shield doing Damage, I went and got all those ingredients for her to become OP, so let her BE OP

If they are worried this will be too game breaking then Fine- Adjust the cost of potions to include more Mourning Glory & Maybe rarer Resources such as GEMS. Winona’s Gem-ER-Rator uses Gems, So it’s not like it’s a big No-No Idea..

The ONLY part as a Wendy main that I am 100% completely confused about is they took a character that’s meant to be an extremely Easy Mode playstyle, and made it more rewarding if you play as her while on the verge of Already Dying.. 

A playstyle that obviously isn’t meant for extremely easy play. As someone who plays games on Hardcore mode wanting to be punished around every corner for the most basic mistake...  I can (personally) appreciate Wendy’s new found difficulty curve.

But I can also see where Less skilled players, or maybe even skilled people who don’t wish to lag back into certain death, & who were expecting Wendy to be easy to play could be rubbed the wrong way on this design choice.

The TL:DR Wendy’s Rework now requires you to be skilled at running around at the brink of Death in order to get the fullest potential out of Abigail.

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