Atkvin Posted November 25, 2022 Share Posted November 25, 2022 It's getting late here so I won't add too much flavor text, but in short I've been fascinated by the dilemma of how to improve Willow when her entire archetype is based around an element as destructive and undesirable as fire. I've thought of some nice little ideas to lean her more into more positive uses of fire and giving her more control/use out of fire, but I'd love to know what you think. Willow's Lighter now only sets plants and structures smoldering, and starts a controlled fire that will never spread Willow's Lighter can also be used to warm up thermal stones by one stage, instantly dry wet objects - or dry meats in the inventory over a 8s/20s duration depending on the cut of meat! The first one is a weird one I know, especially given Willow is a pyromaniac. But it is meant to ground its sister mechanic of controlled fires in a bit more reality, and dispel Willow's lingering reputation of being a griefer just starting in a world - which torches craftable by any character would be decisively superior for - and free her to be able to start fires without unintentionally burning farther than she can control! Giving the lighter the ability to warm thermal stones is meant to offset the effect of this change on her survival in winter - and drying wet items and drying meats was just a positive use of fire I thought would be great to add on (especially since it gets massively outclassed as a light source by Lanterns so quickly it's not even worth trying to compete) Willow now absorbs some damage from exterior hits into losing a small bit of heat Willow's freezing point increases the less sanity she currently has, making her even more prone to freezing Willow now gains speed when in proximity of plants or structures on fire, or is on fire herself I enjoy circular/interacting pieces of design, and felt this would be a cool way to encourage Willow to play a little more differently in combat than other characters by balancing her temperature as an additional meter, rather than simply make her freeze more easily and punished more when freezing. Now, the longer the battle drags on and the more sanity she loses, the more likely Willow may freeze if she is hit too many times. But if she has a roaring campfire handy, she speeds up and counters that by making herself warmer, simultaneously making her more agile and allowing her to kite attacks more aggressively/easily. New craft: Urn (20 ash, 2 red gems, 2 thulecite) - structure Any item that would normally burn up from a burning mob/player are siphoned into an Urn in screen-radius proximity for safekeeping upon the mob's death The Urn also spawns and stores souls from nearby dying mobs similar to the presence of a Wortox. Urns only have 2 inventory slots, meaning they will only hold up to 1 stack of salvaged loot in addition to 1 stack of 20 souls, assuming its second slot was not already filled with souls. Once full, it will no longer salvage any burnt loot, and any excess generated souls hover shortly before dissipating and healing players nearby Urns cannot be accessed freely. They can be destroyed by bosses, hammered, or deconstructed to release their contents, at cost to its materials/requiring a deconstruction staff. However, a player ghost is also able to access the inventory of an Urn by haunting it, and will drop the items out of the inventory the moment they select them I thought long, long and hard for a more powerful utility that Willow could unlock similar to abilities the more recent characters and reworks have been receiving. It was tough coming up with anything that was related to fire, but I finally settled on allowing her to make urns that would 1) allow Willow to enable fire combat with setup and 2) grant her access to generate/store farmed souls like Wortox, but in a static location instead! The recipe itself would encourage Willow to burn things often to farm the ash in order to craft plenty to distribute between boss arenas and mob ovens, and the Urn would enable fire to be used more freely in combat without breaking combat entirely thanks to its inventory limitations. Even if players didn't want to chance using fire and had enough combat-proficient characters, they could still benefit from having healing souls they could farm and release in a pinch if there isn't a Wortox handy. Also, I really liked the idea of these structures giving ghosts of fallen players something to contribute to the battle even if they'd messed up and died! They could play healer by dropping stored souls from the urns, or clear undesired loot from the single inventory slot to make room if the team were trying to get a specific boss loot from using fire. Link to comment Share on other sites More sharing options...
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