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Characters that could use "adjustments".


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Now that the reworks have been completed, I would say that I am happy that the team can focus more on content, but...

We still have a few characters that feel a bit lacking for one reason or another. 

The characters that I thought myself could benefit the most from some slight "improvements" (things that would hopefully not take too much time away from work on more important things) are as follows-

  • Willow - as it stands she can cook food on the go, which has its uses, she can use bernie to help deal with nightmares, and she fuels things more efficiently then others like fires. Now you might notice I didn't mention the fire immunity... well unfortunately this perk is not that important, as fire dmg is so negligible or down right easy to ignore, this perk could easily be forgotten. If she had some other perks more tied to fire, preventing burning mobs from burning other objects or their loot, she could be in a nice spot. (mind you she isn't terrible just lacking a small bit)
  • Woodie - for a while now people have made some good points on woodies issues, Moose can't heal or access the inventory and is rather slow making the form a hazard for most situations rather than a benefit. Beaver, Is unable to pick up its resources which can be part of the reason it is avoided. Finally goose is good for finding things at sea and some niche stuff with boat magnets but that is about it, later on most things or tools can surpass this form. A proposal for Woodie could be that he could have some way to improve his forms down the line, and some control over things during full moons, something to make the moon storms less of a horrible time because at the moment, the only real way is to go underground it seems.
  • Winnona - Makes catapults, and lights that are... probably not as bright as they could be, tape that can fix clothing and boats, and fast crafting. Very simple which is fine, but... for the most part, there is very little reason to keep playing the character other than you like the aesthetics of the character or just like crafting in bulk a lot. If she was given something to make you want to continue playing as her, some late game or mid game boost or goals could go a long way and fix this issue.
  • Wormwood - one of the more unique characters in the game, he can plant seeds where ever he pleases that will take longer to rot in the ground, makes aoe spike traps, produces living logs, and has armor that retaliates on attackers and can't heal through food. Oh and can't forget the blooming, increasing speed (and making you look great) but... I noticed something at one point on the login screens. What seemed to be promo art for wormwood causing him to make vines grow in front of him, almost like he was growing his arms to make a trip wire of vines. It would be cool if wormwood could have some more direct influence on plants other than helping food grow, and plant stuff opting not to eat him. I am not saying make him a mob army character, we have a fair bit of those already, so if wormwood could use his compost wrap or growth formula on other things besides farms, perhaps he could have some fun interactions from forcing growth of a plant or changing it in some way.

I may have gone a bit overboard with some of these ideas but, I thought it would be better to put the idea out there rather then not say anything. I love all of these characters (for the most part, winnona is probably the least interesting one gameplay wise, story wise a interesting subject) but as it stands, It feels like these characters could use a bit of a boost to make them feel great, because for most of them there is not much reason to continue playing as them for any length of time longer than 20 min in a pub game. I could be wrong, but I feel like these characters would benefit the most from changes, I mean wortox became insane after one change, granted it was a big one but that one change makes the character amazing to play.        

Things I’d change about Willow:

Fire Immunity, Overheat Resistance (but not complete Immunity) Give her Wickerbottoms Fiery Pen as a “Lighter” ability, as in.. it can “extinguish” & “absorb” a nearby fire source to refuel the lighter, I’d also make it so you can refuel the lighter with the one source she’s best at farming, Nightmare Fuel. In Addition.. because the fire from her lighter is “Magical” This very specific source of Fire won’t spread. Her magic Lighter has a bit larger lighting radius so it’s not immediately outclassed by torches/lanterns, And Bernie/BERNIE! Can travel with you in between Cave/Surface shards without getting lost.

Thats it, that’s about all she really needs.

Woodie- Oh Dear God poor Woodie.. Send Help, For Starters: Some kind of Amulet that protects against Wickerbottom full moon abuse, Bring back the Werecurse triggered by chopping too much with Lucy, Allow Healing tab items (healing salves etc) to be used while in his wereforms or at the very least passive health Regen when out of combat like Beefalo have. And finally: A way to actually do like he is seen doing in his animated short and go from each of his forms in a single combat scenario without dying or entering full on Starvation Status in between.

Winona: Give this gal a big wrench, like the workers toolbox she’s seen using to repair WX78 with in his animated short, Wrench/toolbox can be used to repair burned structures, extend the use of her Duct Tape so “Plumbers tape fixes nearly everything..” it would be Cool AF (maybe even slightly busted..) if her Plumbers Tape could Repair Helmets & Armors, since it can already repair Boat Leaks and Thermal Stones. Give her a machine that resembles the Garden Digamajig, with a “siphoning” animation, she can use down in Caves to Siphon Gems to power her other machines, Upgrade the Spotlight so that it can “scare away” Bats & Molebats- allowing Winona to “Siphon” Gems out of the Bat Infested areas of the caves.

Wormwood: Give this dude the ability to be the “Plant Bender” he’s seen being in his drawings, maybe it can function as sort of a temporary version of Wickers “On Tentacles” Add some new plant based mobs that are neutral/non-aggressive to Wormwood, make the already existing plant based mobs only aggressive to him if HE Attacks them (example: Birchnutters will ignore Wormwood and go around him like Ants avoiding a stick in the middle of their walking trail) allow the gathering of Spiky Bushes & Cactus without it harming Wormwoods Health, think of it as “Friend helping Friend” And finally: Add in some of those Bramble Vines from Hamlets sealed off temples that for any other character, would require them to craft a Machete to remove, but for wormwood, they just peel away to reveal the path.

Wormwood in a Nutshell: He sucks in DST because he’s a DLC Character from Hamlet, designed and intended to be used in Hamlet and make the best usage of Hamlet Mobs, Biomes and Resources- and without any of those things in DST, he feels lacking & less powerful.

Example: The Vines that extended downward in Hamlet and smack the crap out of you as any other character, ignore Wormwood.

Wigfrid: I just want to be able to charge forward like Moose Woodie with a battle spear, and to throw my battle spears like Javelin projectiles, if Wolfgang can throw dumbells, I wanna chuck spears.. she’s a Combat oriented character, who got very very little in the form of new combat abilities. Why.. just Why? 

Wilson: to cut a very long rant super short, NOTHING about his current rework portrays the man we see in his previous animation presentations.. why is this?

Wendy: I’m a #Wendy Main so of course I’m including Wendy on this list! Many people may not be aware of this but when you “Die” in DST and become a spooky ghost there are several things you can DO by haunting stuff as a Spooky Ghost that just feels overly cumbersome to trigger, it is rather inconvenient to need someone to intentionally “Die” to use the benefits of being a Spooky Ghost when WENDY has her own permanently following her with no player dying required-

Some of the Effects of being a Spooky Ghost include: Haunting Flowers to turn them into Evil Flowers, Haunting Hounds to change them between Red/Blue/Normal, Haunting Pigmen to Trigger Werepig transformation, Haunting Giant Tentacles to eventually force them to retreat. 

In short: Cool things you can only do if your Dead.

 

Wormwood: his crafting is a one trick pony. Living logs have had their value drop a bit over the course of updates but it's still great. 

Traps are bad

The compost wrap is in a weird place, too expensive compared to more powerful or easily acquired items early game (spider glands/bat bat) and too weak compared to late game items (mass farming honey poultice/jelly beans). The compost could have a nice niche of skipping blooming cycles.

The armor is good I guess, I still prefer better protection from marble armor and night armor.

Relates to plants is almost none existent.

Greenthumb still doesn't benefit wormwood directly. Crops benefit everyone else the most  and him the least which is a weird perk unlike other multiplayer friendly perks other characters have. (Maxwell hat inventory, Bernie, warly dishes etc all benefit everyone equally)

Wormwood is unfortunately a bit of perk soup where his perks are only really tied together "thematically" but only really by that. I wish they could synergize together a bit better personally.

21 minutes ago, HowlVoid said:

Wormwood: Green thumb is a one trick pony. Living logs have had their value drop a bit over the course of updates but it's still great. 

Traps are bad

The healing is in a weird place, too expensive compared to more powerful or easily acquired items (spider glands/bat bat) and too weak compared to late game items (mass farming honey poultice/jelly beans).

The armor is good I guess, I still prefer better protection from marble armor and night armor.

Relates to plants is almost none existent.

Greenthumb still doesn't benefit wormwood directly.

Wormwood is unfortunately a bit of perk soup where his perks are only really tied together "thematically" but only really by that. I wish they could synergize together a bit better personally.

thank you for listing all the reasons of why we should kill wormwood and turn him into a soup.

I’ll keeep it as short as possible, these are the changes I’d do if it were to me based on the problems I see with each character.

Winona:

Spoiler

- Allow her to pack up her special buildings in a portable state that occupies one slot (like Warly’s portable kitchen). This would be a winona only thing.
 - Allow her to combine and repair tools, armor and non magical weapons: that is when you have 2 of the same low durability items, she can make a single one with higher durability (or full durability). This only makes her more efficient, since you always need another of the item to fix the first one, it’s self balanced.

Warly:

Spoiler

Allow all time based food effects to last twice as much on him. This makes Warly more interesting to stay as and keep playing as.

Wortox:

Spoiler

- Allow Wortox to teleport while riding beefalos (like lazy explorer does)
- Allow Wortox to heal self minions or other players minions
- Allow Wortox to see other players HP, or at least when they are very hurt.

Walter:

Spoiler

After much thought and testing I think his slingshot is very slow on purpose. So to keep that yet solve its main issues I’d do a few simple changes.
- Increase the base damage of all damaging pellet types by (at least) 40%. This will give the slingshot a more decent DPS given how slow it is
- Remove the slingshot’s stunlock capabilities. This will force Walter to have to reposition often in most normal fights to compensate for the increased damage.
- Give a secondary (RMB) attack that consumes 2 pellets but when it hits a target, it deals area damage. This is more meant to be used for freezing, poop and slow pellets, as crowd control, but it can also be used for normal pellets. If you hit 2 enemies or less you are sort of wasting ammo, but if you hit 3 or more it would probably be worth it.

Wickerbotom:

Spoiler

- Make all books in her inventory to regen lost durability at half the rate they would in a bookcase. 
- Make so when she has above 50% of her max sanity, all books and sanity consuming magic items will cost half sanity  when used.

This enables a more mobile and not so easily replaceable late game Wickerbottom, while still keeping libraries and Maxwell useful. Rebalancing the end is nigh, the most useless book ATM would probably be a good thing too.

Woodie:

Spoiler

An evolution to his wereforms and also the capability to use amulets while in wereforms. 
Mostly the changes of the mod “Woodie: Lumberjacked” by Riddla would probably do.

Wormwood:

Spoiler

Increase the max uses of his trap x2

Willow:

Spoiler

She really needs something but I can’t figure something that is not entirely OP or game breaking about fire powers…It is kinda problematic, I’d leave this one to Willow mains.

Minimally, as QOL I’d allow Bernie to have some use when enlightened, and also a way to make big Bernie small even if you are insane, to be able to take it with you when you move to caves or through wormholes (or any other form of transport)

Wigfrid:

Spoiler

Complete rebalance of the fire song. Perhaps providing fireproofing and overheat proofing? It’s very time limited and even then it’s uses would be few.

 

1 hour ago, HowlVoid said:

Wormwood: his crafting is a one trick pony. Living logs have had their value drop a bit over the course of updates but it's still great. 

Traps are bad

The compost wrap is in a weird place, too expensive compared to more powerful or easily acquired items early game (spider glands/bat bat) and too weak compared to late game items (mass farming honey poultice/jelly beans). The compost could have a nice niche of skipping blooming cycles.

The armor is good I guess, I still prefer better protection from marble armor and night armor.

Relates to plants is almost none existent.

Greenthumb still doesn't benefit wormwood directly. Crops benefit everyone else the most  and him the least which is a weird perk unlike other multiplayer friendly perks other characters have. (Maxwell hat inventory, Bernie, warly dishes etc all benefit everyone equally)

Wormwood is unfortunately a bit of perk soup where his perks are only really tied together "thematically" but only really by that. I wish they could synergize together a bit better personally.

I think Wormwood is practically perfect. Living Logs are still extremely impactful and idk honestly how their value has dropped.
Traps are bad, but I feel could be significantly improved if the damage from Traps and Bramble Husk didnt damage Walls, Fences or if Wormwood had a unique Bramble Wall. The AoE power of the traps are quite useful and powerful. Plant some of these near underground tentapillars for frequent transport, have a wall of these for hounds (but tooth traps, yeah well I find the Bramble is better), my main nit pick is traps dont work on flying units like Bees. Plus 1 Living Log for 1 trap seems real sketchy to me.
The Armor is good as you said and I completely understand the preference. I use night armor a lot and bramble husk for aoe like monkeys, bee queen, etc.
Greenthumb doesnt benefit wormwood directly: I dont follow your meaning here. I'll just be honest. More things could be added but what those would be (outside of a Bramble Wall), idk.
"Relates to plants is almost none existent" I couldn't disagree more. I personally, constantly fluctuate my sanity in order to farm nightmare fuel, stay sane in the ruins, go insane during moonstorms/lunar island. This along side not healing from food is precisely why I love Wormwood's gameplay so much. You could even remove Bloom entirely and i'd still put WW as my favorite.

Regarding your wish they could synergize better I think it is amazing as is: Living Log crafting + Sanity Manipulation = reliable and convenient dark sword construction
Not being targeted by bees in the spring + lack of healing = more convenient access to Poultice
Bramble Husk + Cacti + Sanity Manipulation = food and sanity source for no damage received from picking cacti.
Bramble Husk + Bramble Trap = Great offensive AoE and defense though the need for AoE is actually pretty small in this game.

IF I were to add anything to Wormwood it would be adjusting compost wrap to actually be useful (as you mentioned), and maybe add 2 or 3 more Greenthumb crafts. Again idk what those would be since there isn't much I actually want out of Wormwood that he doesnt already have. Adding more fire damage entities would be a wonderful detriment of wormwood (something severely lacking) and benefit of Willow and Wigfrid's Song.

Sorry for the long word vomit but I adore Wormwood with all my heart and don't want him changed for the sake of change because he is already (in my honest opinion) in an amazing position compared to other characters like Willow, Winona, and Wortox.

Wormwood is cool and awesome already but I think it would be neat to see one new craft as a replacement for his loss of the poison balm(duh, since DST has no poison mechanic). I've always thought it could be fun to have a craft with some relation to the Moon. I was thinking a craft that flips the sanity bar from regular -> enlightenment for himself and/or others, or vice versa could lead to interesting scenarios, e.g. inflicting Enlightenment while fighting Fuelweaver to protect from sanity attacks, and/or using inflicting regular sanity in usually enlightened areas. Can be a fun hint to his lunar side in-game while providing a unique tool to deal with sanity mechanics in DST.

Wormwood doesn't have many plant mobs to interact with but that's just a fault of the world around him lacking unique plant based mobs, not necessarily him as a character. I'm sure the devs will implement more plant-based mobs/enemies in time and as a result indirectly help with Wormwood's enjoyment as a character.

I think it would be neat if blooming automatically reset nearby bramble traps. My main issue with tooth traps/bramble traps is just that they're kind of tedious to keep resetting, in most cases I'd just rather use bramble armor and tank the damage.

2 minutes ago, Hornete said:

Wormwood is cool and -snip-

Much more eloquently stated than me, thank you :love_heart:. Unique idea tying in Lunacy to his character because with the whole east to go insane for nightmare fuel and living logs, WW feels more shadowy than lunar.

12 minutes ago, Hornete said:

I think it would be neat if blooming automatically reset nearby bramble traps. My main issue with tooth traps/bramble traps is just that they're kind of tedious to keep resetting, in most cases I'd just rather use bramble armor and tank the damage.

I think what would be cool and much more useful is if bramble traps behaved like a mix between a plant and anenemies. That is, they should have growth stages.

At stage 1 they will do something like 12.5 aoe dmg, stage 2, 32 aoe, stage 3, 50 aoe. once they snap off they slowly reset themselves and then start the growth stage again. Amp up the cost for them of course,(what about something like 2 liv logs, 4 bone shards/stingers, and durian seeds makes 4) and maybe not have them be fireproof (flingos exist). A rough concept but I'm just trying to think of a way for them to be incredibly rewarding while still not cheap as dirt.

2 hours ago, Evelo said:

Living Logs are still extremely impactful and idk honestly how their value has dropped.

Wormwoods value in producing them, because there are more sources for them.

2 hours ago, Evelo said:


Traps are bad, but I feel could be significantly improved if the damage from Traps and Bramble Husk didnt damage Walls, Fences or if Wormwood had a unique Bramble Wall.

Personally I don't think that would solve anything since walls themselves are bad for anything other than decor.

2 hours ago, Evelo said:

The AoE power of the traps are quite useful and powerful. Plant some of these near underground tentapillars for frequent transport

 

The husk is plenty at dealing with the pillars and more cost effective than using tons of traps.

2 hours ago, Evelo said:

, have a wall of these for hounds (but tooth traps, yeah well I find the Bramble is better),

 

Problem is hounds aren't exactly hard to deal with, this is more you going out your way to use traps for them. Not to say it's bad or the "wrong" way to go about it but... Well I just prefer bunnymen dealing with them or tanking on my beefalo.

2 hours ago, Evelo said:

my main nit pick is traps dont work on flying units like Bees. Plus 1 Living Log for 1 trap seems real sketchy to me.

True.

2 hours ago, Evelo said:


The Armor is good as you said and I completely understand the preference. I use night armor a lot and bramble husk for aoe like monkeys, bee queen, etc.
Greenthumb doesnt benefit wormwood directly: I dont follow your meaning here.

He just gets hunger from them as the best benefit. Health isn't healed and sanity is better restored with greenthumb or green mushrooms. It's 2/3 the benefit at best and 1/3 the benefit at worst.

2 hours ago, Evelo said:

 

I'll just be honest. More things could be added but what those would be (outside of a Bramble Wall), idk.
"Relates to plants is almost none existent" I couldn't disagree more. I personally, constantly fluctuate my sanity in order to farm nightmare fuel, stay sane in the ruins, go insane during moonstorms/lunar island.

That's not what I meant, relates to plants more akin to what is seen in Hamlet.

2 hours ago, Evelo said:

This along side not healing from food is precisely why I love Wormwood's gameplay so much. You could even remove Bloom entirely and i'd still put WW as my favorite.

 

That's nice however I'd prefer it he was on par with the other characters. I love him just as much, but I won't allow my bias to blind me from possible improvements.

2 hours ago, Evelo said:


Regarding your wish they could synergize better I think it is amazing as is: Living Log crafting + Sanity Manipulation = reliable and convenient dark sword construction

Crafting living logs doesn't synergize with his sanity production at all. Darkswords synergizing with his sanity production is a byproduct of darkswords not living logs. You can remove his ability to craft living logs completely and the synergy would still be there.

2 hours ago, Evelo said:


Not being targeted by bees in the spring + lack of healing = more convenient access to Poultice

He still gets attacked by bees when he collects honey and by killer bees. This only applies if there are no bees in the hive.

2 hours ago, Evelo said:


Bramble Husk + Cacti + Sanity Manipulation = food and sanity source for no damage received from picking cacti.

 

You can just do this on a beefalo for the same effect or just takes the tiny 1 HP dmg. Also cactuses have nothing to do with wormwood 's kit, I'm talking about his abilities working together and supporting eachother not how they interact with the world. 

2 hours ago, Evelo said:


Bramble Husk + Bramble Trap = Great offensive AoE and defense though the need for AoE is actually pretty small in this game.

IF I were to add anything to Wormwood it would be adjusting compost wrap to actually be useful (as you mentioned), and maybe add 2 or 3 more Greenthumb crafts. Again idk what those would be since there isn't much I actually want out of Wormwood that he doesnt already have. Adding more fire damage entities would be a wonderful detriment of wormwood (something severely lacking) and benefit of Willow and Wigfrid's Song.

Sorry for the long word vomit but I adore Wormwood with all my heart and don't want him changed for the sake of change because he is already (in my honest opinion) in an amazing position compared to other characters like Willow, Winona, and Wortox.

Sure, my opinion is that wormwood could still use tweaks. I'm not suggesting change for the sake of change, I'm suggesting change after having experience with the character for about 3 years now since he was added to dst. I've made guides about him and shared many of my experiences on this forum, my experiences has led me to want these changes.

Gotta put my 5 cents

Willow. Just give the girl some explosives. Make her a firestarter and not a girl with a teddy bear. She deserved it. I actually have a more extensive list of ideas for her but I'm not a Willow main, so not sure if I should share it. 

Woodie. Upgraded wereforms with Lunar Magic. Amulet that prevents transformations. 

Winona. More tools that require her presence.

Wormwood. Fertilizer that eliminates seasonal stress. It can have a secondary effect of slowing down his temperature drop/increase. More interactions with non-crop plants. 

1 hour ago, abrocator said:

A never-ending cycle. The devs use six months to balance the characters post-Wilson. And then we complain again because a new lopsidedness has been implemented.

Maybe I just want more world-content.

Understandable, but honestly I think only one or two more characters could use more serious time in the oven, when the devs have a bit of time to spare. We definitely don't need another round of refreshes for every character when most of the rest only need slight QOL stuff.

IMO Willow and Winona are the ones that need it most right now. Willow straightup abandoned her fantasy of a pyromaniac or most anything to do with fire, and has zero progression - and Winona has nothing but that progression, that being the grind to her catapult fortress, with hunger crafting making life outside of that goal more tedious.

 

I've made a few posts on ideas for Willow already, but the short of it is I think they should give her poor Lighter other functions as it cannot hope to even compete with lanterns. Let her target and siphon sources of fire into her lighter as someone else has suggested - allowing her free control over taming wildfire and burning mobs, and let the type of fire affect what the lighter does.

A normal fire in the lighter siphoned from most sources pf fire would allow her to cook food on the go with the lighter. Endothermic fire would allow it to chill perishable items for a period of time and reduce its bearer's temperature while lit.

A new type of fire could be added to facilitate this mechanic - (the often-suggested) shadow fires, which Willow would hallucinate when insane, would lock away functions of structures set ablaze by it (only visible to and affecting the insane Willow), and spawn more nightmare creatures unless immediately siphoned away by her lighter. A lighter powered by shadow fire would drain sanity from Willow, set objects on fires that do not consume structures but generate light, and generate more light the less sanity she has.

While I previously suggested giving the lighter new uses as a source of progression, I feel like a better method of integrating progression into her would be through Bernie, who still feels like a disjointed mechanic meant to make up for taking away Willow's fire mechanics.

Bernie should firstly tie more into Willow's theme of being a firestarter, maybe being the conduit through which she gains her fire immunity, or simply serving as emergency kindling she can set on fire with her Lighter in a pinch at the cost of durability.

Secondly, I feel it shouldn't simply be activated by insanity - but rather by something related to lunar stuff instead, either by a full moon or even more bizarre, trapping a gestalt in Bernie - which gives it MUCH more context for it as a mechanic as to why shadow creatures are distracted and target it over Willow. Bernie could then gain more abilities the more gestalts are stored inside it or lunar equipment Willow wears, perhaps gaining the ability to make mobs fall asleep, turn into BERNIE!!!, allow Willow to induce enlightenment nearby Bernie outside the lunar areas... so on and so forth.

 

3 hours ago, HowlVoid said:
5 hours ago, Evelo said:

This along side not healing from food is precisely why I love Wormwood's gameplay so much. You could even remove Bloom entirely and i'd still put WW as my favorite.

That's nice however I'd prefer it he was on par with the other characters. I love him just as much, but I won't allow my bias to blind me from possible improvements.

What is exactly "on par" and what makes him not that already? Is his inability to heal from food what is causing this?

The others just seem like playstyle differences which is fine (though I did misunderstand your point about the relates to plants which, oops, yes, I agree, but Hornete made a great point about that being a DST issue not a Wormwood issue). You use Beefalo, I don't. You think walls are useless outside of decor, I think they are great for mob farms.

I guess the biggest difference between you and me on the topic of Wormwood is this "on par" thing. I want to understand because I believe you have a lot of saying power (idk honestly just guessing) and I don't want the core identity of the one character I actually enjoy consistently to be removed. That being: Inability to heal/die from food, Rapid Sanity manipulation, Gardening ease (thanks RWYS), and on demand Dark Sword crafting.  

If I lose those core ideals from Wormwood, then... why would I even play DST anymore? Those all together made the game so much fun for me. If you want to add more to that, sure. I prefer you don't because I think the character is already busted but whatever, so long as those 4 are staples then I personally am always going to be happy with Wormwood.

Woodie no longer drops anything on the floor when he transforms.

Warly receives 2x duration from food effects (Spices, glowberry mousse, that mushroom dish, etc).

Warly can combine pepper and garlic spice into a chef's specialty spice, which is just their effects combined.

Warly's backpack is 8 slots but only wearable by him.

Maxwell gets some sort of fun downside. At least make him spawn shadows when reading the Umbra with insufficient sanity like Wickerbottom. 

That's all I want. But if we're being extra maybe Warly could get some more spices made of things other than farm plants, and his 3 contraptions could either be replaced with 1 or he could craft a fourth that serves the purpose of all 3. Nobody is using the portable part of this stuff because the ingredients are all from farms and it would take 3 inventory slots for the gear alone. If we're being super extra maybe he could have a positive reason to have a varied diet in addition to his negative reason, like every day he goes without eating a repeat food at all grants a small buff.

5 hours ago, Evelo said:

What is exactly "on par" and what makes him not that already? Is his inability to heal from food what is causing this?

The others just seem like playstyle differences which is fine (though I did misunderstand your point about the relates to plants which, oops, yes, I agree, but Hornete made a great point about that being a DST issue not a Wormwood issue). You use Beefalo, I don't. You think walls are useless outside of decor, I think they are great for mob farms.

I guess the biggest difference between you and me on the topic of Wormwood is this "on par" thing. I want to understand because I believe you have a lot of saying power (idk honestly just guessing) and I don't want the core identity of the one character I actually enjoy consistently to be removed. That being: Inability to heal/die from food, Rapid Sanity manipulation, Gardening ease (thanks RWYS), and on demand Dark Sword crafting.  

If I lose those core ideals from Wormwood, then... why would I even play DST anymore? Those all together made the game so much fun for me. If you want to add more to that, sure. I prefer you don't because I think the character is already busted but whatever, so long as those 4 are staples then I personally am always going to be happy with Wormwood.

Yeah we approach the game differently which is the magic of the game. When I say on par with other characters I mostly mean with how refreshes have been done with certain characters getting changes with "DST" in mind. There's a certain amount of innovation, creativity and "pezazz" that the devs really let their imagination show on a character. I just want wormwood to experience that. 

I also wasn't blaming wormwood for the lack of relating to plants. Although there are some plants in dst where wormwoods relationship could go a little further, such as eyeplants/lureplant. I also don't want any of the core features of wormwood to change, as I said before there's just a few things I would change. Like the compost wrap having a bit more utility (not power), would be a great start. Blooming resting traps have been something both me and hornete have been suggesting for years as well, just more synergy stuff.

On 3/14/2023 at 11:30 PM, abrocator said:

A never-ending cycle. The devs use six months to balance the characters post-Wilson. And then we complain again because a new lopsidedness has been implemented.

Maybe I just want more world-content.

It's as if... AS IF.... People have these things called "Opinions" and they feel "A certain way" towards things, especially if they're big changes to things they enjoy. :)

 

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