Armorga Posted March 27, 2020 Share Posted March 27, 2020 I know what everyone's probably thinking: "Wes is the challenge character, his concept is to be worse than any other character". This concept came for Wes in single player don't starve, but in don't starve together, any player that joins a server as Wes will difficult for every player in the same server, with they wanting or not, forcing them to kick the Wes player, i think that don't starve together should have a challenge mode instead, the game is already pretty hard, but there's always space for more challenge. I also got awesome ideas for his refresh, which will make him not just able to finnaly be used, but also make him an unique and fun character: *Party tab: The new crafting tab where he crafts all of his new exclusive items: *Deflated Balloons and Balloon changes: Pile o'ballons no longer exists, now it's an item called deflated balloon, Wes spawn with a certain quantity of these, he can craft two more in the party tab for the cost of 1 mosquito sack, 1 silk and 2 petals, they're stackable items and are used in the same way, but now with an unique animation when inflating a balloon, where he blows at the deflated balloons, he'll blow at it up to 4 times, with a delay between each blow, each blow costs wess' sanity, and for each blow the balloon will get bigger and bigger, he can stop blowing during any delay between blows from the same balloon to get a balloon(inflated) by pressing any key, if he stop during the blow, the balloon will fly everywhere until it runs out of air and drops in the ground as a deflated balloon, the more blows it received before, the longer it'll stay flying. The balloon will blow up in Wes' face damaging him and nearby creatures and players if he's attacked during the blow process, or if he blow the same balloon for the 4th time. Once inflated, the deflated balloon will be consumed and turned into a balloon, from a random shape and color, these balloons will go to Wes inventory, they can either be picked up and dropped in the ground by any character as bouncy balloon similar to the way they had always been, while in the inventory they can't be stacked, but can be equipped in the hand slot, while being held they'll constantly increase the sanity of the one holding it, but will blow up if attacked or used to attack, they can also have different sizes, which will depend of the number of times Wes blow them while they were deflated balloons, the bigger the size, the bigger is their explosion radius and damage, and balloons' explosion can now make damaged creatures and players dizzy, it's applied when the enemy is damaged by at least 5 balloons at the same time, middle size balloons has the power of 2 balloons, while big balloons has the power of 3 balloons, and once blowed up, they have a chance to drop balloon pieces, which could be turned back into deflated ballons in some way, i still haven't thought about any, maybe a crafting recipe that requires a science machine to craft a deflated balloon out of two balloon pieces and some other item, another perks of balloons is related to their different shapes, the pig shape will make creatures that normally attack pigs aggro it, while the spider shape make creatures that normally attack spiders aggro it, and their explosion can also damage shadow creatures. *Balloon castle: Crafted from the party tab, using a large quantity of balloons(i haven't decided the quantity yet, but it should be between 6-10) and 2 ropes, it's placed like a structure, it can't be bounced by players and creatures and picked up like regular balloons, but will keep increasing the sanity of nearby players until attacked, once it's attacked, it'll blow up dealing more damage, and in a bigger area than any balloon of any size, it'll also instantly dizzy damaged players and creatures, it'll always have the preference of using balloons of the lowest charge possible present in the Wes' inventory when crafting it. *Auto-ballooner: from the party tab, requires an alchemy engine to prototype, it's crafting recipe requires 3 cut stones, 2 gears and the can of silly string trinket, which would be added to dst, obtained in the same way as any trinket, it's a machine that will keep inflating deflated balloons stored inside it over time, and will keep holding them so they don't fly away, this is userfull to automatically fill balloons and to avoid the sanity cost from filling them, the disadvantages is that it only creates balloons from the first blow level, and just like ice flingomatic it has a fuel meter, and requires fuel to recharge it. *Blown spike: crafted from the party tab, requires 1 reed and 1 cactus to craft 2 of it, it's a ranged weapon similar to darts, but it only deals 5 damage per short, i guess it's use is obvious. *Invisible things: Crafted in the party tab, they all have a different cost of nightmare fuel and Wes' sanity to be crafted and require a prestihatitator to prototype, they can only be used by Wes, they're completely destroyed when dropped or given to players, they all have effect on hostile shadow creatures and the most interesting is that they're always invisible, except their icons in the inventory and crafting tabs, and they can also be seen by insane players as completely black figures in the same way as shadow creatures. -Invisible barrier: costs 10 sanity and 1 nightmare fuel to craft 4 of it, they act as regular walls, they're from a tier close to the wood wall, except that they're completely invisible for non insane players, and can't be hammered, instead they're destroyed when their hp reaches 0, they also block shadow creatures, forcing them to keep attacking the wall in order to pass, they can be upgraded with the same type of wall, and drop nothing when destroyed. -Invisible rope: costs 15 sanity and 3 nightmare fuel to craft one, they have durability and can be equipped in Wes' hand slot, interacting with any entity while attaching it will lead wess to the entity, this can be done at any range from the entity, Wes and the attached entity can't get any further from each other than the distance they were at the moment of the leading, using the action key again will make Wes drag the entity closer to himself, or Wes closer to the entity, in the case of being a structure, building of any bigger entity, both at a quick speed, it also shorts their distance, each time it's done it consumes 5% of the rope's durability and 2.5 of Wes sanity, and the lead can be disbanded by unequipping the rope, if Wes and the entity get way too close, Wes sanity dropping to 0, or the leaded payer can disband it by interacting with himself during it, it's userfull for either mobility, quickly getting players out of difficult situations and retrieving stuff from the water, as it works for dropped items aswell. -Invisible bicycle: costs 25 sanity and 5 nightmare fuel to craft, once crafted Wes will immediatelly stay on it, increases a lot Wes' movement speed, and every time it moves it drains a little of Wes' sanity, Wes can get off it anytime by interacting with it, and he'll immediatelly get off it once his sanity drops to 0 or randomly by getting hit, once he gets off the bicycle, it'll get destroyed immediatelly whitout dropping anything. -Invisible cage: costs 40 sanity and 8 nightmare fuel, equipped in the helmet slot, it converts all the damage taken into sanity loss, it'll break once Wes' sanity drops to 0, while actual mimic cages cage the whole mimic's body, this one only cages wess' head *Wes versus shadow creatures: Wes takes less damage and deals more damage against shadow creatures, he also has less sanity reduction when getting hit by shadow creatures, and has no sanity drain when nearby shadow creatures, making him possibly the best character to gather nightmare fuel and fight shadow creatures. That's all for now, feel free to comment your thoughts about my ideas, and i hope dst devs check it one day. As i mentioned before, the concept of a challenge character isn't suitable for a multiplayer game, as choosing this character would force the other players to kick you, instead a challenge mode should be added to the game, i guess it would be awesome, the game is already very hard, but there's always space for more challenge. I've also made a concept for a webber's character refresh, check it out! Link to comment https://forums.kleientertainment.com/forums/topic/116794-wes-character-refresh-ideas/ Share on other sites More sharing options...
chirsg Posted March 27, 2020 Share Posted March 27, 2020 I dislike Wes, but people who do use him know what they're getting themselves into. they have a character objectively weaker than average that doesn't really contribute anything unique to a team. The only rework that would work with wes the way I see it, would be to make him a wildcard. For example, give him a 1% chance for him to fail when crafting anything by making him craft something totally different from what was intended and it could be anything. Not an ability viable to rely on to abuse, an ability that would more likely screw you up if you got bad rng. Your rework pitch buffs the designated challenge character into a functioning one. Link to comment https://forums.kleientertainment.com/forums/topic/116794-wes-character-refresh-ideas/#findComment-1319544 Share on other sites More sharing options...
Flip Face Posted March 27, 2020 Share Posted March 27, 2020 I think the invisible bicycle should consume hunger. I hope that when we are in full sanity we will not crash into these walls. Link to comment https://forums.kleientertainment.com/forums/topic/116794-wes-character-refresh-ideas/#findComment-1319578 Share on other sites More sharing options...
Mike23Ua Posted March 31, 2020 Share Posted March 31, 2020 The TL:DR Wes should be more like Aphrodite from Smite, Weak.. Squishy & laughably easy to kill when Alone, but when surrounded by his teammates he becomes powerful & useful thanks to the buffs he is getting from being around multiple teammates like he feels more brave and full of courage when surrounded by friends. —————————————— Current Wes only gets hungry faster, eats food from the fridges faster, is significantly weaker and drags out team based boss battles longer than they need to be due to his weaker damage.. It worked fine in Single Player because the only person who’s Gameplay experience you were effecting was yours and yours alone, but in Multiplayer he needs a Rework. Wurt, Wormwood and Warly are challenge characters, but at least they are actually useful and bring something to Teamplay. That simply cannot be said for current Wes. Link to comment https://forums.kleientertainment.com/forums/topic/116794-wes-character-refresh-ideas/#findComment-1320828 Share on other sites More sharing options...
KXWl1 Posted April 2, 2020 Share Posted April 2, 2020 My ideas: Link to comment https://forums.kleientertainment.com/forums/topic/116794-wes-character-refresh-ideas/#findComment-1321338 Share on other sites More sharing options...
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