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Warly new skill tree ideas!


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The first part is Better Spice

Level 1: The freshne

ss preservation effect of the chef pouch becomes 40%

Level 2: 50% freshness

Level 3: 60% freshness (beyond insulated pack)

Ultimate: The Chef Bag can be carried in the inventory as an item, does not occupy a backpack compartment, and can only store dishes

Part II: Good Cook

Level 1: Warly gains hunger, sanity, and health from eating the same dish becomes 120%, 100%, 90%, 70%, 60%, and a minimum of 45%

Level 2: Warly's taste bud period is shortened to 1.5 days

Level 3: Warly eats a variety of dishes in a short period of time and gets extra mental recovery

Ultimate: Warly's hunger value drops back to normal

Part III: Food Connoisseurs

Level 1: Warly born with an additional Onion

Level 2: Warly born with an Additional Dragon Fruit

 Level 3: Warly born with an Extra Carry: Pepper

Ultimate: Warly has a 50% chance of double harvesting when harvesting crops, a 50% chance of dropping an extra piece of meat when killing pigs and beefalos, and a 50% drop rate of horns when killing Voltgoat

Part IV: Better Taste

Level 1: Salt powder can flavor ingredients and Warly can directly eat the seasoned ingredients.

Level 2: Honey powder can now also improve collection and harvesting efficiency by 45%.

Level 3: Warly eats his own seasoned dishes with an additional 10% effect bonus! (Garlic powder 40% protection, honey powder 65% efficiency, chili powder 30% offense, salt 35% health recovery)

Ultimate: Warly can now season dishes with seasoning powder directly in the inventory, and the seasoning station can be upgraded to batch flavoring dishes

Side skills

Spoiler

Lunar

Increases damage to the Shadow Alignments by 15%, grinds the brightshade husk into powder, and after seasoning, characters who eat the seasoned food will gain a 3-minute buff that cannot be knockbacked.

Shadow

Damage increases by 15% to the Moon Faction, and you can make a dish with pure fear, eating this food grants you a 3-minute 20% bonus movement speed.

 

Warly no longer gains insights from surviving enough days, instead, he gets the skill points from tasting different dishes. This change encourages Warly players to try more dishes.

3 hours ago, webberer said:

Level 1: Warly gains hunger, sanity, and health from eating the same dish becomes 120%, 100%, 90%, 70%, 60%, and a minimum of 45%

Level 2: Warly's taste bud period is shortened to 1.5 days

Removing downsides is cringe. If his skill tree should affect his downside in any way it should be exacerbating it, such as a skill which gives some power in exchange for making his downside worse (e.g. more movement speed based on how few dishes you've repeated, but dishes are only forgotten after enough time passed AND unique dishes have been eaten).

4 hours ago, webberer said:

Part II: Good Cook

Level 1: Warly gains hunger, sanity, and health from eating the same dish becomes 120%, 100%, 90%, 70%, 60%, and a minimum of 45%

Level 2: Warly's taste bud period is shortened to 1.5 days

Level 3: Warly eats a variety of dishes in a short period of time and gets extra mental recovery

Ultimate: Warly's hunger value drops back to normal

Don't remove the downsides that make Warly and interesting and fun character. I reccomend removing those skills

4 hours ago, webberer said:

Level 1: Warly born with an additional Onion

Level 2: Warly born with an Additional Dragon Fruit

 Level 3: Warly born with an Extra Carry: Pepper

These skills are useless though, you get a one time dragon fruit ect

4 hours ago, webberer said:

Increases damage to the Shadow Alignments by 15%, grinds the brightshade husk into powder, and after seasoning, characters who eat the seasoned food will gain a 3-minute buff that cannot be knockbacked.

The nightmare were pig and brightshades are the only mobs that give knockback. The knockback from the nightmare were pig helps you avoid attacks, and you only get knocked back by brightshades when you hit them and suffer 130 damage which you will never try to do. Also i don't know why he gets more damage than the other survivors from the alignments.

8 hours ago, Jakepeng99 said:

Don't remove the downsides that make Warly and interesting and fun character.

 

10 hours ago, landromat said:

ok real question: how it solves his main problem of being boring to play as?

I am confused, so you guys think Warly’s downside fun or not?

8 hours ago, Jakepeng99 said:

These skills are useless though, you get a one time dragon fruit ect

On the contrary, I thought this might be too strong. With onions and pepper Warly can do his thing in really early stage of game, like powder and chef special dishes. If you have played Warly through out a whole game, you’d known that there is really limited things he can do to make contributions to his team in early game. Even with the help of Wormwood or Wicker, it is still hard for him to farm enough pepper or onions in the first autumn.

8 hours ago, Jakepeng99 said:

The nightmare were pig and brightshades are the only mobs that give knockback

Just in case Klei would make more bosses with knockback ability, and I really hope to find a solution for beefalo. You know, this knockback thing ruins the experience of beefalo taming players.

His issue is that it's not worth playing him, and with the addition of planar damage/defense it isn't even that worth it to swap to him. I wouldn't say that his downside needs changed, as it is what makes him feel so rewarding. Instead he needs upsides that are strong enough to be worth playing him and not just swapping. On paper, his only purpose is to give solo players the efficiency of having more people. If you have 2 players, going double Wolfgang will be better than going Wolfgang and Warly except under very niche circumstances, and even then you could just have double Wolfgang with all of Warly's dishes via the portal.

Also, I know a popular idea for him that I agree with to an extent is that he should get more drops from mobs killed since he is a butcher so he leaves no scrap unused, but that isn't nearly good enough as food isn't really an issue. The only thing that is impactful enough to build off of is his spices and dishes (which is why the suggestion of yours that I really like is Part IV). I'd even go further and give him the ability to make "gourmet" crockpot dishes which have slightly increased sanity, but also increase the potency/duration on any buff given by a dish (spices, chef specials, jellybeans, soothing tea, etc.) on anyone that eats it. The issue is this would just put him right back where he is now as a swap character.

 

 

also

11 hours ago, webberer said:

Warly born with an additional Onion

image.png.d367f79c79f3c72a3b5b53cf8bf69482.png

17 hours ago, webberer said:

Warly no longer gains insights from surviving enough days, instead, he gets the skill points from tasting different dishes. This change encourages Warly players to try more dishes.

I like this idea for insight points. It makes sense for Warly and would be refreshingly different from just waiting for time to pass, and I like reasons to cook and eat more dishes.

4 hours ago, webberer said:

am confused, so you guys think Warly’s downside fun or not?

The second person did not mention the downside. Removing Warly's downside would ruin him. The reason many people see hin as boring is that you rarely use your upsides, and most of the time those upsides are small so it feels like you are playing a character with only downsides most of the time.

5 hours ago, webberer said:

On the contrary, I thought this might be too strong. With onions and pepper Warly can do his thing in really early stage of game, like powder and chef special dishes. If you have played Warly through out a whole game, you’d known that there is really limited things he can do to make contributions to his team in early game. Even with the help of Wormwood or Wicker, it is still hard for him to farm enough pepper or onions in the first autumn.

No it wouldn't.

I think its a fairly realistic skill tree. People bring up him being boring and I don't think this changes that. 

I think an ability increasing how fast he can eat meals could offer him some combat utility, and the OPness of this would be offset by his disadvantage of getting reduced benefit from repeat meals (expanding on what people said earlier this might be an opportunity to have an ability that gives him a new strength while expanding his weakness.  Ie Warly eats meals xyz faster gets xyz more benefit from them, however his distaste for the meal increases giving him substantially less benefit if he eats it again) 

I also think it's highly probable that he gets some kind of follower skill/tree being every character has gotten one so far. Having some kind of monster dish letting him either transform/summon or befriend a different type of monster jumps out to mind. Predominantly pigs comes to mind with the cooking theme. I think it would make him interesting if he's able to cook some kind of dish that's capable of turning up to two pigs some kind of enhanced werepig (I'm thinking strength wise closer to a merm guard) 

Alternatively I could see it being interesting if he goes some new food buffs that made him more exciting in combat (ie able to crush blue, red, and yellow gems go make some kind of food seasoning that would add ice/fire/electric to his attacks for several minutes. Only capable of working on him)  (alternatively you could just make it where warly makes food for the enemies thst be plants on the ground like a trap, and exhibits some kind of negative status effect on them) 

Expanding on his mechanics of being a group buffer also seems pretty likely. I wouldn't want him to step on wortox toes, but something where he gives some kind of aoe group buff during eating certain foods would make sense or by planting some kind of item on the ground that gives off whatever kind of aura ie he puts down a pigroast that lasts for 30 seconds which offers xyz buff (potentially having 2-3 different foods, with 2-3 kinds of buffs, non stacking) . Essentially full Warlys shoes as the group Bard 

 

And a very obvious one (being every other character has gotten something similar) will be the ability to make some kind of food based gear.. Some kind of armor/weapon he can make from food where increased hunger drain is a drawback. I think this has a high probability of becoming a thing 

6 minutes ago, Kwaik said:

Expanding on his mechanics of being a group buffer also seems pretty likely. I wouldn't want him to step on wortox toes, bye something where he gives some kind of aoe group buff during eating certain foods would make sense. Essentially full Warlys shoes as the group Bard 

Even though I agree that he is a buffer, the bard role is probably much more fitting to Wigfrid.

I think he needs more “selfish” skills, that is skills that make just him better, so he is more attractive to stay as in the long run. Like the before mentioned better butcher or being able to hold special food buffs for much longer (just for himself) or get planar attack/defense just for himself out of some foods, or some other otherwise unobtainable buffs for other people. He has a delicate palate so maybe he dislikes repeating foods but appreciates high quality cuisine much more too.

I’d also make a change to the world so not only carrots grow around but other types of vegetables depending on the season. Warly could maybe have some sort of advantage Into foraging ingredients as well, so getting the first specific crops he wants would not be so RNG dependent. And even if he plays nomad he can still craft some diverse foods (although much more limited and less rewarding than farming, of course).

The only con I see not much reason for him to still have is higher hunger rate tbh. But that’s probably just me.

Wigfrid might be more of the bard in a lore sense (I mean she sings) but she's also the truest sense of a tank in the game. I think in an archetype sense she's more your Paladin, while Warly is your Bard. 

I think just committing to Warly in the ultimate support role is the only way to make him stay out there. Give him his followers, and potentially a way to support/heal them with food from a distance using food. 

It also wouldn't be illogical to give him an ability reduces damage taken by xyz but then reduces hunger by double that amount. For better or worse, just go all in on the food theme 

 

A particularly cool mechanic would be some kind of chefs fury style ability (presumably triggered by eating a craftable food) putting Warly into an enhanced state with increased stats (take your pick of speed, damage, damage reduction, hp regen, any kind of aoe aura of your choosing) rapidly draining his hunger lasting until his hunger hits 0. It's a little close to weremoose, but I think the unique thing would be you have to keep eating to extend it. And with his eating quirks, that becomes the challenge. You could even make eating instant during this, so that the ability is functional and you're not just stop and going every few seconds 

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