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4 hours ago, Creatingabe1125 said:

No natural armor. And that’s more than 1 void or bright armor.

Why though. And ya what about it 

4 hours ago, Creatingabe1125 said:

No natural armor. And that’s more than 1 void or bright armor

What if the when shadow/lunar infused spiders attack get corrupted/mutated (how ever that would work)

1 hour ago, Dr.Webber said:

Why though. And ya what about it 

What if the when shadow/lunar infused spiders attack get corrupted/mutated (how ever that would work)

Cause if every single spider that’s your friend had planar defense which no other followers do and they had more than the new armor, that’s too op and any natural defense for spiders would be too op cause of how easy it is to get hoards of spiders.

7 minutes ago, Creatingabe1125 said:

Cause if every single spider that’s your friend had planar defense which no other followers do and they had more than the new armor, that’s too op and any natural defense for spiders would be too op cause of how easy it is to get hoards of spiders.

Don’t empower shadow/mutated merms have planar defense 

also what about:

16 minutes ago, Creatingabe1125 said:

What if the when shadow/lunar infused spiders attack get corrupted/mutated (how ever that would work)

 

35 minutes ago, Dr.Webber said:

Don’t empower shadow/mutated merms have planar defense 

also what about:

 

No they don’t, they get planar damage but not planar defense.

and I assume you mean they corrupt what they attack like mutating stuff to lunar or shadow stuff. But if that’s the idea then probably no.

16 minutes ago, Creatingabe1125 said:

and I assume you mean they corrupt what they attack like mutating stuff to lunar or shadow stuff. But if that’s the idea then probably no.

It more like a poison or a cancer probably 

Edited by Dr.Webber
Just now, Dr.Webber said:

It like a poison or a cancer 

Probably still no, maybe a different skill like venomous fangs but not sure and not with the aligned spiders. Also I am right now working on a Wurt skill tree rework suggestion but I am not done yet.

6 minutes ago, Creatingabe1125 said:

Probably still no, maybe a different skill like venomous fangs but not sure and not with the aligned spiders. Also I am right now working on a Wurt skill tree rework suggestion but I am not done yet.

Why not 

18 minutes ago, Dr.Webber said:

Why not 

Cause venomous fangs seem better, and don’t see a reason for spiders to have that skill. Also why not just let the lunar/shadow spiders be made from switcherdoodles, just make them lunar/shadow aligned and give them like 5 or 10 planar damage?

This has gone for like 3 pages and we just keep going back and forth about topics, and before we were talking about the farm skills and now we’re not.

My main problem with the farm skills is that Webber’s play style is not about farming, any farming skill should not be better than wormwood as Webber is not designed to farm and most of the farm skills would work better for other characters than for Webber, even lore wise he would at most only have a few farming skills as he is now a spider and he himself is not a farming character lore wise. Also idk if he worked a lot at the farm.

my suggestion would be to remove the farming side and add different types of spider skills in branches a bit similar to wormwood but in a spider web format or design farm skills that help Webber’s existing perks/abilities or Webber’s existing play style.

11 minutes ago, Creatingabe1125 said:

Cause venomous fangs seem better, and don’t see a reason for spiders to have that skill. Also why not just let the lunar/shadow spiders be made from switcherdoodles, just make them lunar/shadow aligned and give them like 5 or 10 planar damage?

sense you’ve bin suggesting changing thing I’ve been rethinking of so I was think what if I put the effect around unnatural spiders and the poison bite of the alinement spiders  and have the shadow and lunar equivalents of the the unnatural energy infused spider that became Webber’s spiders half 

unnatural=fuse

lunar=mutate

shadow=corrupt

and have them replace the alinement spiders

an other idea I had was having the the mutated spider fuse with werepigs/pigmen temporarily and drain they’re health like slurper and the same thing for shadow(or dark) spiders but instead of werepigs/pigmen it’s beardlords/bunnymen

 

3 minutes ago, Dr.Webber said:

sense you’ve bin suggesting changing thing I’ve been rethinking of so I was think what if I put the effect around unnatural spiders and the poison bite of the alinement spiders  and have the shadow and lunar equivalents of the the unnatural energy infused spider that became Webber’s spiders half 

unnatural=fuse

lunar=mutate

shadow=corrupt

and have them replace the alinement spiders

an other idea I had was having the the mutated spider fuse with werepigs/pigmen temporarily and drain they’re health like slurper and the same thing for shadow(or dark) spiders but instead of werepigs/pigmen it’s beardlords/bunnymen

As I said why not just make the spiders planar and alligned with switcherdoodles and leave it like that?

49 minutes ago, Creatingabe1125 said:

 

As I said why not just make the spiders planar and alligned with switcherdoodles and leave it like that?

So do you mean like make the other spiders have planar damage with a switcherdoodle that’s doesn’t switch  or do you mean just keep the alinement spiders how they are but make it a switcherdoodle and replace the planar poison with normal planar damage

because that doesn’t sound interesting maybe switcherdoodles but not replacing the planar poison with normal planar damage without a good reason 

Edited by Dr.Webber
12 minutes ago, Dr.Webber said:

So do you mean like make the other spiders have planar damage with a switcherdoodle that’s doesn’t switch  or do you mean just keep the alinement spiders how they are but make it a switcherdoodle and replace the planar poison with normal planar damage

because that doesn’t sound interesting maybe switcherdoodles but not replacing the planar poison with normal planar damage without a good reason 

I mean just having lunar/shadow spiders have a small amount of planar damage and the alignment buffs. You say it sounds less interesting but I have 2 reasons for it, balancing and fairness. You can get hoards of spiders and buffing them too much would be too op as all it takes is them doing more damage or staying alive longer to make them too op, and having spiders get more unique planar perks would be unfair compared to other followers like merms or other players using planar equipment or using planar skills that only affect one thing about the player while with followers it affects more than one mob/creature.

1 hour ago, Creatingabe1125 said:

I mean just having lunar/shadow spiders have a small amount of planar damage and the alignment buffs. You say it sounds less interesting but I have 2 reasons for it, balancing and fairness. You can get hoards of spiders and buffing them too much would be too op as all it takes is them doing more damage or staying alive longer to make them too op, and having spiders get more unique planar perks would be unfair compared to other followers like merms or other players using planar equipment or using planar skills that only affect one thing about the player while with followers it affects more than one mob/creature.

They only have 7hp and the poison  is only as much damage as shipwrecked warriors a little bit more against the opposing side

Also hypothetically if we were to go the corruption/mutation route then it could make it so you have to put a void Cowell/brightshade helm in the homemade den

11 hours ago, Dr.Webber said:

They only have 7hp and the poison  is only as much damage as shipwrecked warriors a little bit more against the opposing side

Also hypothetically if we were to go the corruption/mutation route then it could make it so you have to put a void Cowell/brightshade helm in the homemade den

7 hp would not work well And for the third time why not keep it a simple planar aligned follower. Actually what if the switcherdoodles gave a temporary planar effect and then the would either go back to their former spider form or become non planar aligned spiders. Or add something called planar fangs. I think just the switcherdoodle effect going out would work better but okay.

1 hour ago, Creatingabe1125 said:

7 hp would not work well 

Spider queen=2500

normal spider=100

so it would make sense if Webber is the queen equivalent 

Webber=175

it would make sense 

alinement spider = 7

(I know it’s a small amount but with the life giving amulet’s effect on the home made den it should work)

1 hour ago, Creatingabe1125 said:

And for the third time why not keep it a simple planar aligned follower

Look every alinement follower 

shadow merms= revival 

mutated merms =shot out spikes when hit 

lunar/shadow BERNIE!= planar entity 

And you have yet to give me a good reason for making it a nothing burger rather a simple and sweet not to op version of a attack already used in solo don’t starve with a slit damage increase for mobs of the opposing alinement 

1 hour ago, Creatingabe1125 said:

Actually what if the switcherdoodles gave a temporary planar effect and then the would either go back to their former spider form or become non planar aligned spiders. Or add something called planar fangs. I think just the switcherdoodle effect going out would work better but okay.

Could you reword that my brain isn’t functioning at peak capacity right now 

3 hours ago, Dr.Webber said:

Spider queen=2500

normal spider=100

so it would make sense if Webber is the queen equivalent 

Webber=175

it would make sense 

alinement spider = 7

(I know it’s a small amount but with the life giving amulet’s effect on the home made den it should work)

4 hours ago, Creatingabe1125 said:

I think the spiders should have 100 health atleast.

3 hours ago, Dr.Webber said:

Look every alinement follower 

shadow merms= revival 

mutated merms =shot out spikes when hit 

lunar/shadow BERNIE!= planar entity 

And you have yet to give me a good reason for making it a nothing burger rather a simple and sweet not to op version of a attack already used in solo don’t starve with a slit damage increase for mobs of the opposing alinement 

I forgot about the thorns from lunar merms but to be fair merms don’t have a switcherdoodle option and you only get 1 Bernie at a time.

3 hours ago, Dr.Webber said:

Could you reword that my brain isn’t functioning at peak capacity right now

I have an idea of how alligned spiders can work with the poison idea. You can craft a corrupting/mutating switcherdoodle for 3 monster meat, 2 silk, and 1 pure horror/pure brilliance. It will change 2 other nearby spiders along with the one it was feed to. It will grant them each 5 planar damage and 15 damage, and the ability to planar poison. After causing planar poison that spider will lose its planar powers and go back to 20 alignment damage. If a target has planar poison planar spiders will not poison the target anymore. Planar poison will do 100 damage in total with 20 planar damage being done every 5 seconds. Once 100 planar damage has been dealt over time the poison will stop. Also feeding planar switcherdoodles to alligned spiders will grant back their Planar status. Any non planar alligned spiders will eat planar switcherdoodles in dens, and if they die without planar they will respawn without planar.

1 hour ago, Creatingabe1125 said:

I think the spiders should have 100 health atleast.

I forgot about the thorns from lunar merms but to be fair merms don’t have a switcherdoodle option and you only get 1 Bernie at a time.

I have an idea of how alligned spiders can work with the poison idea. You can craft a corrupting/mutating switcherdoodle for 3 monster meat, 2 silk, and 1 pure horror/pure brilliance. It will change 2 other nearby spiders along with the one it was feed to. It will grant them each 5 planar damage and 15 damage, and the ability to planar poison. After causing planar poison that spider will lose its planar powers and go back to 20 alignment damage. If a target has planar poison planar spiders will not poison the target anymore. Planar poison will do 100 damage in total with 20 planar damage being done every 5 seconds. Once 100 planar damage has been dealt over time the poison will stop. Also feeding planar switcherdoodles to alligned spiders will grant back their Planar status. Any non planar alligned spiders will eat planar switcherdoodles in dens, and if they die without planar they will respawn without planar.

How bout instead we do this 

have it be structured like Wurt’s alignments

first have the switcherdoodled alignment spiders with 100 health In replace their poison ability with the ability to merge with:

lunar= pigmen/werepigs

shadow:bunnymen/beardlord

second  void Cowell/brightshade helm can be put in the homemade den to charge the spiders

shadow/lunar infused concept (purple overlay not intended):

image.jpeg.25e2bfd355d721b6fa6f5df1f9a9ff91.jpeg

What grows on attacked mobs:
image.png.29c31d5e8e937f2bd62d3809cbfe23be.png

 Stated of                             cancerous corruption/malignant mutation:

image.png.24732ca9bbaa8f930c0b0ef9c1aaa271.png
 

10+dmg  for opposing alinement 

24 minutes ago, Dr.Webber said:

How bout instead we do this 

have it be structured like Wurt’s alignments

first have the switcherdoodled alignment spiders with 100 health In replace their poison ability with the ability to merge with:

lunar= pigmen/werepigs

shadow:bunnymen/beardlord

second  void Cowell/brightshade helm can be put in the homemade den to charge the spiders

shadow/lunar infused concept (purple overlay not intended):

image.jpeg.25e2bfd355d721b6fa6f5df1f9a9ff91.jpeg

What grows on attacked mobs:
image.png.29c31d5e8e937f2bd62d3809cbfe23be.png

 Stated of                             cancerous corruption/malignant mutation:

image.png.24732ca9bbaa8f930c0b0ef9c1aaa271.png
 

10+dmg  for opposing alinement 

Is all the poison planar damage and does it last forever? Also idk about using the helm/cowl at the dens, and why not just use nurse spiders to heal them instead? Also the pig/bunny idea feels a bit random at best, I get the moon turns pigs and the bunnies become shadowy but it doesn’t really make sence gameplay and lore wise.

Also correct me if I am wrong but I think poison in ds was designed for players and dst is more of a working together game so this poison mechanic that these spiders would have would need to be reworked as if this poison lasted for a while without stopping then you could basically kill a mob in a few days without fighting it, and even if you do fight, that poison mechanic won’t be very helpful as your spiders would do more damage than the poison would ever do.

2 hours ago, Creatingabe1125 said:

I have an idea of how alligned spiders can work with the poison idea. You can craft a corrupting/mutating switcherdoodle for 3 monster meat, 2 silk, and 1 pure horror/pure brilliance. It will change 2 other nearby spiders along with the one it was feed to. It will grant them each 5 planar damage and 15 damage, and the ability to planar poison. After causing planar poison that spider will lose its planar powers and go back to 20 alignment damage. If a target has planar poison planar spiders will not poison the target anymore. Planar poison will do 100 damage in total with 20 planar damage being done every 5 seconds. Once 100 planar damage has been dealt over time the poison will stop. Also feeding planar switcherdoodles to alligned spiders will grant back their Planar status. Any non planar alligned spiders will eat planar switcherdoodles in dens, and if they die without planar they will respawn without planar.

Is there a problem with this idea? Cause it solves the problem of making poison useful in dst, isn’t too op but is helpful (maybe the recipe could cost 2 or 3 of the pure stuff or in only transform one or two spiders at a time or maybe leave it as it is). And it works.

On 8/19/2024 at 7:30 PM, Creatingabe1125 said:

This has gone for like 3 pages and we just keep going back and forth about topics, and before we were talking about the farm skills and now we’re not.

My main problem with the farm skills is that Webber’s play style is not about farming, any farming skill should not be better than wormwood as Webber is not designed to farm and most of the farm skills would work better for other characters than for Webber, even lore wise he would at most only have a few farming skills as he is now a spider and he himself is not a farming character lore wise. Also idk if he worked a lot at the farm.

my suggestion would be to remove the farming side and add different types of spider skills in branches a bit similar to wormwood but in a spider web format or design farm skills that help Webber’s existing perks/abilities or Webber’s existing play style.

Also about this?

3 hours ago, Creatingabe1125 said:

Is all the poison planar damage and does it last forever? Also idk about using the helm/cowl at the dens, and why not just use nurse spiders to heal them instead?

They have to be recharged and the durability has to be replenished at some point 

what about it do you not know about 

What do nurse spiders have to do with anything 

3 hours ago, Creatingabe1125 said:

Also the pig/bunny idea feels a bit random at best, I get the moon turns pigs and the bunnies become shadowy but it doesn’t really make sence gameplay and lore wise.

I guess you right 

 

3 hours ago, Creatingabe1125 said:

Also correct me if I am wrong but I think poison in ds was designed for players and dst is more of a working together game so this poison mechanic that these spiders would have would need to be reworked as if this poison lasted for a while without stopping then you could basically kill a mob in a few days without fighting it, and even if you do fight, that poison mechanic won’t be very helpful as your spiders would do more damage than the poison would ever do

So I need to adjust the dmg and time period that it lasts

 

3 hours ago, Creatingabe1125 said:

Is there a problem with this idea? Cause it solves the problem of making poison useful in dst, isn’t too op but is helpful (maybe the recipe could cost 2 or 3 of the pure stuff or in only transform one or two spiders at a time or maybe leave it as it is). And it works.

I read it and realized you were right about the fact that it probably would have worn off the problem lies in the the fact if we went with this idea we would constantly have to refuel the main ability over over and over again it doesn’t sit right with me

 

3 hours ago, Creatingabe1125 said:

Also about this?

I’m already working to make the skills of smaller part of the tree and get rid of some that were added just to make the size equal to each other
 

certain skills, I am keeping they fit in lore wise based on quotes, his experience in the constant, and stuff we can gather from the background of the short

The farming equipment isn’t just meant for wormwood it’s meant for everybody and they’re are more aspects to farming then the plants they're is the fauna and the method 

also it makes a more well rounded character and the point of a skill tree it seems in don’t starve together is not only to reinforce old things but expand on other aspects not yet explored 

 

9 hours ago, Dr.Webber said:

I read it and realized you were right about the fact that it probably would have worn off the problem lies in the the fact if we went with this idea we would constantly have to refuel the main ability over over and over again it doesn’t sit right with me

You could get like 3 or 2 planar spiders per cookie and it’s like they use all their planar energy to inflict a poison, maybe the poison damage could be buffed a bit, but there would probably be an option to make it so they don’t poison the target but maybe they still could planar poison. Though what is your problem with re powering them with planar cookies?

9 hours ago, Dr.Webber said:

So I need to adjust the dmg and time period that it lasts

Probably, and if it does alot of damage then probably either a cooldown for the target being poisoned or a drawback.

9 hours ago, Dr.Webber said:

I’m already working to make the skills of smaller part of the tree and get rid of some that were added just to make the size equal to each other
 

certain skills, I am keeping they fit in lore wise based on quotes, his experience in the constant, and stuff we can gather from the background of the short

The farming equipment isn’t just meant for wormwood it’s meant for everybody and they’re are more aspects to farming then the plants they're is the fauna and the method 

also it makes a more well rounded character and the point of a skill tree it seems in don’t starve together is not only to reinforce old things but expand on other aspects not yet explored 

But what benefits does Webber get from farming instead of hunting? If your going to add farming perks make it work with his playstyle. As in add things to make farming worth it for webber.

Even with animals the only farm skill that somewhat helps Webber is the electric goat perk for ice cream but that spoils quickly and is a bit of a stretch. Farming equipment is supposed to be able to be used by anyone, but not everyone has skills about farming if it doesn’t benefit their playstyle.

Also what does the found family skill do as I am a bit confused at that.

But do those skills make sense gameplay wise?

9 hours ago, Dr.Webber said:

They have to be recharged and the durability has to be replenished at some point 

what about it do you not know about 

What do nurse spiders have to do with anything 

What’s replenished and what durability is restored? When I said idk about it I meant I don’t like the idea of using a helm/cowl to give them planar damage and only accessing it using the homemade spider den. And about your lunar/shadow spiders being able to fuse with pigs/ bunnies for health not being as effective as using nurse spiders or healing glop.

5 hours ago, Creatingabe1125 said:

Though what is your problem with re powering them with planar cookies?

It seems really tedious

 

5 hours ago, Creatingabe1125 said:

But what benefits does Webber get from farming instead of hunting? If your going to add farming perks make it work with his playstyle. As in add things to make farming worth it for webber.

She will have plenty of hunting things too , it add onto display style

 

5 hours ago, Creatingabe1125 said:

Even with animals the only farm skill that somewhat helps Webber is the electric goat perk for ice cream but that spoils quickly and is a bit of a stretch. Farming equipment is supposed to be able to be used by anyone, but not everyone has skills about farming if it doesn’t benefit their playstyle.

It allows you to get rid of the danger of charged volt goats

because of his past, he skills would allow perks for those aspects of the game

6 hours ago, Creatingabe1125 said:

Also what does the found family skill do as I am a bit confused at that.

It counteracts the the family part of the avoidance of stress points in  the growth process of crops by allowing other crops to cancel out the family stress points rather then just crops of the same type 

 

6 hours ago, Creatingabe1125 said:

But do those skills make sense gameplay wise?

Yes farming is a general part of the game so adding some perks related to it would be useful 

6 hours ago, Creatingabe1125 said:

What’s replenished and what durability is restored? When I said idk about it I meant I don’t like the idea of using a helm/cowl to give them planar damage and only accessing it using the homemade spider den. And about your lunar/shadow spiders being able to fuse with pigs/ bunnies for health not being as effective as using nurse spiders or healing glop.

They have to reinfuse themselves at the homemade den which would bring down the the durability of the helm/cowl so you wouldn’t have to use the repair kits to restore the durability 

why don’t you like the idea 

we already eliminated the idea of them fusing right also what do nurse spiders healing have to do with that 

27 minutes ago, Dr.Webber said:

They have to reinfuse themselves at the homemade den which would bring down the the durability of the helm/cowl so you wouldn’t have to use the repair kits to restore the durability 

why don’t you like the idea 

we already eliminated the idea of them fusing right also what do nurse spiders healing have to do with that 

correct me and explain to me if I am wrong and how your idea would work but isn’t the idea you suggested to recharge using the planar armor at the homemade dens back at your spider base more work then to feed your spiders planar cookies at anytime?

Because I not only think using switcherdoodles to make them planar again is better, but also cause to me it feels a bit weird to use planar armor in the dens to recharge them.

The quote below shows why I compared spider nurse healing.

On 8/19/2024 at 8:52 PM, Dr.Webber said:

mutated spider fuse with werepigs/pigmen temporarily and drain they’re health like slurper

 

29 minutes ago, Dr.Webber said:

Yes farming is a general part of the game so adding some perks related to it would be useful 

Farming is an option for almost every character but not every character has and should have a skill about farming. Skills about farming for Webber doesn’t make sense gameplay wise as Webber’s character is not a farming character. With your logic Webber should have skills about sea exploration and same with every other character. Just because it’s a general part of a game that doesn’t mean it should just out of no where become a character’s specialty.

48 minutes ago, Dr.Webber said:

It allows you to get rid of the danger of charged volt goats

because of his past, he skills would allow perks for those aspects of the game

Though why would you need to do that? And he would have felt with normal goats not electric goats. The only reason for that would be ice cream and maybe goat horns but then you would have to fight the goats and ice cream is more of a treat rather then an every day food. And with your logic of past skills in a skill tree that doesn’t make sense with a character’s play style, Wurt could have goat related skills, Wolfgang could circus and fear related skills, wx could have Wagstaff related skills, and wormwood could have hamlet related skills.

57 minutes ago, Dr.Webber said:

It counteracts the the family part of the avoidance of stress points in  the growth process of crops by allowing other crops to cancel out the family stress points rather then just crops of the same type

Wormwood doesn’t even have a skill like that, so why would Webber have a skill like that especially sense it doesn’t make much sense for Webber to have that.

1 hour ago, Dr.Webber said:

She will have plenty of hunting things too , it add onto display style

What do you mean by display style? And name some examples of hunting skills that Webber would have.

2 hours ago, Creatingabe1125 said:

correct me and explain to me if I am wrong and how your idea would work but isn’t the idea you suggested to recharge using the planar armor at the homemade dens back at your spider base more work then to feed your spiders planar cookies at anytime?

It’s automated for the most part

and I’m pretty sure less of a resource drain 

2 hours ago, Creatingabe1125 said:

Because I not only think using switcherdoodles to make them planar again is  better, but also cause to me it feels a bit weird to use planar armor in the dens to recharge them.

Maybe instead of switcherdoodles you can charge any spider with pure brilliance/horror alone

 

2 hours ago, Creatingabe1125 said:

Farming is an option for almost every character but not every character has and should have a skill about farming. Skills about farming for Webber doesn’t make sense gameplay wise as Webber’s character is not a farming character. With your logic Webber should have skills about sea exploration and same with every other character. Just because it’s a general part of a game that doesn’t mean it should just out of no where become a character’s specialty.

3 hours ago, Dr.Webber said:

Point is it’s part of the general play style and sense lore wise he has farm ties it makes sense he would receive like perks related to farm

like I said, exploring unexplored parts of the character

2 hours ago, Creatingabe1125 said:

Though why would you need to do that? And he would have felt with normal goats not electric goats. The only reason for that would be ice cream and maybe goat horns but then you would have to fight the goats and ice cream is more of a treat rather then an every day food. And with your logic of past skills in a skill tree that doesn’t make sense with a character’s play style, Wurt could have goat related skills, Wolfgang could circus and fear related skills, wx could have Wagstaff related skills, and wormwood could have hamlet related skills.

Goats are goats 

I was thinking, maybe you could ride  in a one of the skills  the goats and also this helps counter danger in the world. I think you’re getting too, caught up on how he works now too See what he could do if he could do more in an upcoming time

well, Wurt is a first generation merm so if that would happen it would be something like tapping into the gnaw’s power to turn it into a merm like creature 

the kinda person Wolfgang is he wants to be strong and the strong man job  is centered around strength and the fear aspect was already exported by the fact he losses sanity least near freinds

wx will probably have skills about using some of Wagstaffs tech

Wormwoods time in hamlet had no effect on who he is

and you forgetting that this sorta thing has Bin done be for the alchemy part of Wilson’s skill pre skill tree he was default + bread but his character was related to science and although in our world alchemy is a sudo science it seems to have a bit more to it than that in the world of dst

and don’t worry it isn’t going to be a main thing but it should be explored 

3 hours ago, Creatingabe1125 said:

Wormwood doesn’t even have a skill like that, so why would Webber have a skill like that especially sense it doesn’t make much sense for Webber to have that.

4 hours ago, Dr.Webber said:

Because it’s a farming thing that reflects his relationships

 

3 hours ago, Creatingabe1125 said:

What do you mean by display style? And name some examples of hunting skills that Webber would have.

I meant it say his play style

the baby spiders jumping on mobs to bite them makes me think of a nomadic den of spiders hunting for food I was thinking maybe even making it so in order to recharge it that the baby spiders maybe you need to put meat inside the den backpack type thing

35 minutes ago, Dr.Webber said:

It’s automated for the most part

and I’m pretty sure less of a resource drain

But you still have to go back to the homemade den, and if it recharges the spiders anywhere and it doesn’t cost as much in total then the planar poison shouldn’t as much damage which makes the planar poison less effective and then it may not be as worth it.

41 minutes ago, Dr.Webber said:

Maybe instead of switcherdoodles you can charge any spider with pure brilliance/horror alone

I would rather use switcherdoodles as using the pure stuff only is just copying Wurt.

43 minutes ago, Dr.Webber said:

Point is it’s part of the general play style and sense lore wise he has farm ties it makes sense he would receive like perks related to farm

like I said, exploring unexplored parts of the character

Goats are goats 

I was thinking, maybe you could ride  in a one of the skills  the goats and also this helps counter danger in the world. I think you’re getting too, caught up on how he works now too See what he could do if he could do more in an upcoming time

well, Wurt is a first generation merm so if that would happen it would be something like tapping into the gnaw’s power to turn it into a merm like creature 

the kinda person Wolfgang is he wants to be strong and the strong man job  is centered around strength and the fear aspect was already exported by the fact he losses sanity least near freinds

wx will probably have skills about using some of Wagstaffs tech

Wormwoods time in hamlet had no effect on who he is

and you forgetting that this sorta thing has Bin done be for the alchemy part of Wilson’s skill pre skill tree he was default + bread but his character was related to science and although in our world alchemy is a sudo science it seems to have a bit more to it than that in the world of dst

and don’t worry it isn’t going to be a main thing but it should be explored 

If I’m wrong please correct me but I don’t think Webber worked enough on the farm to get skills about it. It is likely that he may have helped his father one way or another but idk if he worked on the farm himself, especially sense he is a kid. So lore wise on this can go both ways. And again with your logic Webber would have ocean perks to help with a general part of the game.

Normals goats that are domesticated or wild volt goats that electrocute you to near death, not sure if Webber’s father would want to tame volt goats.

That doesn’t make sense as why would you ride goats that could be shocked and electrocute you as well, and why would you give Webber a random perk of riding volt goats when it doesn’t make sense at all.

those examples were meant to show that it’s a stretch to make a skill cause of 1 thing that happened a while ago and does not effect their character present day (Wolfgang’s thing about fears is a bit debatable but wx would just make robot allies or mechanical things for himself like circuit or an idea of mine for him were programs but I’ll leave it at that.) and about wormwood, you could say the same thing about Webber, maybe he has a few quotes about farming but those quote were about his father doing farm stuff and I don’t think there are any quotes about him doing any farm stuff (correct me if I am wrong about that).

and with Wilson his personality was about science and he has made many appearances with a torch so it made sense. Webber farming is a stretch cause his father was the one mainly doing the farming and his personality has nothing to do with farming. And plus Wilson had basically nothing gameplay wise so he is an exception.

if your going to do farm skills make it helpful and worth it to Webber as it makes more sense to hunt koalefants or farming spiders for food instead gameplay wise. A skill tree is supposed to help the player as time goes on with skills but the farm skills are like a dead end.

1 hour ago, Dr.Webber said:

I meant it say his play style

the baby spiders jumping on mobs to bite them makes me think of a nomadic den of spiders hunting for food I was thinking maybe even making it so in order to recharge it that the baby spiders maybe you need to put meat inside the den backpack type thing

Not gonna focus on the baby spiders right now until we’re done with the farms, but ok.

1 hour ago, Dr.Webber said:

Because it’s a farming thing that reflects his relationships

Still it’s op for Webber to have this skill and it would make more sense for wormwood to have this, but he doesn’t.

3 hours ago, Creatingabe1125 said:

I would rather use switcherdoodles as using the pure stuff only is just copying Wurt.

I get so but the effects are different so I feel like taking a page out of wurt’s book especially since there’s similar characters people often call Wurt better Webber (obviously I don’t agree but still) 

 

3 hours ago, Creatingabe1125 said:

If I’m wrong please correct me but I don’t think Webber worked enough on the farm to get skills about it. It is likely that he may have helped his father one way or another but idk if he worked on the farm himself, especially sense he is a kid. So lore wise on this can go both ways

Why do you think farmers had kids back then?

Based on the homespun skins

We know he had a garden and and he’s used hoe

and our adventure to say he might’ve picked up a few things from watching his dad work with bugs and the goats

3 hours ago, Creatingabe1125 said:

And again with your logic Webber would have ocean perks to help with a general part of the game.

No, it wouldn’t because the ocean is not lore relevant to Webber but farming is

 

3 hours ago, Creatingabe1125 said:

Normals goats that are domesticated or wild volt goats that electrocute you to near death, not sure if Webber’s father would want to tame volt goats.

I know they’re not exactly the same but the aspects related to Webber probably align

 

3 hours ago, Creatingabe1125 said:

That doesn’t make sense as why would you ride goats that could be shocked and electrocute you as well, and why would you give Webber a random perk of riding volt goats when it doesn’t make sense at all

He looks big enough to ride and if they’re tame enough, I bet they’ll allow you to ride them and if you don’t touch the horns while they’re not charged they shouldn’t shock you

Dude, be like a weaker and faster Buffalo with electric damage

and the reason is Webber is one of the characters that benefit most from having a beefalo so I figured I’d give him out that’s character pacific(and before you mention it Spider Queen is ruled out I forgot the exact details of it but the reason is somewhere on the previous pages)

3 hours ago, Creatingabe1125 said:

and about wormwood, you could say the same thing about Webber, maybe he has a few quotes about farming but those quote were about his father doing farm stuff and I don’t think there are any quotes about him doing any farm stuff (correct me if I am wrong about that).

Wormwood is playable during hamlet Webber isn’t and certain quotes and descriptions Suggest He had a life before the constant that would give him life skills that he be able to carryover to the constant

 

3 hours ago, Creatingabe1125 said:

Still it’s op for Webber to have this skill and it would make more sense for wormwood to have this, but he doesn’t.

Now that I think about it, I’ll replace it with the more useful skill

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