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Character Rework


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The new characters don't need rework. But the other 2 DLC ones do need QOL changes and bug fixing:

- Wortox

Spoiler

 

Wortox's needs a QOL change on his design.

He is meant to be the healer of the group yet he has no way to tell in battle when people needs healing unless they somehow type it. If you are running from 10 grumble bees at 4 hp I don't have to explain why it can be problematic to tell your wortox you need healing. The other option is to waste souls constantly just in case, which could leave wortox out of souls when they are really needed.

He also has no benefit for healing others. All healers of all games get some kind of reward for healing others,  even if it's just points. In DST I am not certain what could be, maybe a tiny hunger restoration based on the amount of hp restored?

These 2 things cause many (if not most) Wortox player to not even bother healing others and just use their perks in a selfish way.

 

Wurt:

Spoiler

Wurt has a bunch of bugs, even though she got the much needed wetness resistance, and also got indirectly buffed with the new farming system, many of her mechanics are not working right still.

The most prominent one involves the merms getting lost forever in dark corners of the world because when their friendship ends, their pathfinding fails, and gets them stuck somewhere causing them to never respawn at their houses. So sooner or later you will have to find and kill all your merms across the map to make them return home.

Worth mentioning also miner merms not really working as intended. Always when the first rock objective was mined, just one merm keeps mining and the others stare, making pointless to have more than one. 

Merms also have no name, and don't show signs of being hungry, which makes it nigh impossible to manage efficiently during a long raid without mods.

This is more of a QOL thing but the merm king does not reward you better for heavier/rarer fish. He should probably trade for better things than what he currently does if you bring him really rare or heavy fishes from the ocean.

 

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When a character gets a rework- they get their own Animated short, the newer characters already have short videos so we can count that off the list, BUT

3 things have to happen when a character gets a Rework: They get a animated short, their hard to obtain/unweaveable skins become more easily weaveable/purchasable & They get their very own unique “Belongings” set.

If they don’t get those things- then I don’t consider them as Reworked.

Klei will probably just give them belongings and tweak them a bit but they wouldn’t need full blown reworks because they’re newer characters with better designs then the originals.

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1 hour ago, ShadowDuelist said:

The new characters don't need rework. But the other 2 do need QOL changes and bug fixing:

- Wortox

  Hide contents

 

Wortox's needs a QOL change on his design.

He is meant to be the healer of the group yet he has no way to tell in battle when people needs healing unless they somehow type it. If you are running from 10 grumble bees at 4 hp I don't have to explain why it can be problematic to tell your wortox you need healing. The other option is to waste souls constantly just in case, which could leave wortox out of souls when they are really needed.

He also has no benefit for healing others. All healers of all games get some kind of reward for healing others,  even if it's just points. In DST I am not certain what could be, maybe a tiny hunger restoration based on the amount of hp restored?

These 2 things cause many (if not most) Wortox player to not even bother healing others and just use their perks in a selfish way.

 

Wurt:

  Hide contents

Wurt has a bunch of bugs, even though she got the much needed wetness resistance, and also got indirectly buffed with the new farming system, many of her mechanics are not working right still.

The most prominent one involves the merms getting lost forever in dark corners of the world because when their friendship ends, their pathfinding fails, and gets them stuck somewhere causing them to never respawn at their houses. So sooner or later you will have to find and kill all your merms across the map to make them return home.

Worth mentioning also miner merms not really working as intended. Always when the first rock objective was mined, just one merm keeps mining and the others stare, making pointless to have more than one. 

Merms also have no name, and don't show signs of being hungry, which makes it nigh impossible to manage efficiently during a long raid without mods.

This is more of a QOL thing but the merm king does not reward you better for heavier/rarer fish. He should probably trade for better things than what he currently does if you bring him really rare or heavy fishes from the ocean.

 

To wurt i would add the bugs of merms being agressive for no reason, unloaded merms not keep walking, merms being agressive to chester for no reason, merms losing friendship when reconecting, the pathfinding is awful (sometimes they make a circle and try to walk to the center of the circle pushing each other), merms not spawning so you need to burn the house to force their spawn, etc...

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