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- Wendy's tree:

looks good but needs a lot of tweaking in numbers and explanations (what the hell does the shadow elixir?)

I dont see worth catching a lot of creatures to, in mid combat, split the stacks of the living thing to kill one by one... with that effort i can kit dealing more damage

The vest that makes abi take wendy's damage would be way more useful if it was the opposite, protecting abi at the cost of Wendy's health, but to balance it it could be like getting extra damage. Can be something cool and closer to her 1st refresh version 

The graveyard perks are very interesting. This has a lot of gameplay potential

I like the QoL of how you apply the elixirs now

- wortox has original ideas but needs a lot of changes 

The balance mechanic is very interesting

The shadow reaper interaction should also give an small damage boost because most of the time we fight single targets. I get that it was added to farm easily souls but isnt that useful

The brightshade helmet, while is good, i dont see it fitting for wortox. Why that helmet? Doesn't even make sense for wagstaff to give that perk on that helmet when he has his own set 

Is intented for the pouch to have such small damage even with full inventory? I love the AoE picking but i dont see why it has spear damage 

I think the description of the perks that are related to the soul echo should say "soul echo" instead of cooldown to make it more clear

The right side has the problem of having MP niche perks. Reviving is cheap, we dont need such perks which umbalance choosing one side or the other. I bet most people will like right side perks but want the left side balance effect

The taunt copy made by jumping is really original and fitting for a character that like trick. I wish there were more of that kind of tricky perks

- walter. I didnt tested him, just read the skill points but seems interesting

Something i notice is that you added a couple of new rounds that gives slow effect on enemies...i hope is because you are reworking the rounds made of purple gems because they were already pretty bad to now overshadow them with 2 new rounds

I saw that you added a perk to craft rounds more efficiently..that is nice but only acceptable if the vanilla rounds' recipes are changed. Is pretty bad being forced to chose a perk because a character has a design problem, rounds using moon rock to just craft 10 shouldnt be fixed throw a skill tree, skill points should be an extra not a "if you dont pick this point your perk is useless"

While i think it will be very fun to try i find weird to make woby resist hits. I already felt weird when it was buffed from 1 hit. Not saying is a bad thing, i think that is even necessary, simply sharing that i find the change to woby being less coward... weird..just a personal feeling about it. I think is a good change afterall

 

 

  • Like 6

Lunar-turned Abigail seems to attack slower and 1 enemy at the time, but with much higher dmg(1 hits a hound at day, a pig at dusk. 3 hits a beefalo at night, so I conclude she must deal approximately 10 times the damage of normal abi: 150/250/400).

Seems Pretty good for bosses, as she draws way less aggro in this form and tends to stay away more(keeps distance after attacking)

This "vengeful ghosts" thing sounds cool, but how do we have to imagine this exactly? Can someone who has tried this out give some insight what changes it causes? (though I currently don't play with a wendy, I'm kind of scared this may cause me problems with my character's ghost)

8 minutes ago, doug27fani said:

Walter is a scout character, who has multiple characteristics. Unfortunately, you focused 75% of the skill tree on the slingshot and 25% on the Woby. I missed the creativity to explore other aspects of the character.

Agree. Too much focus on fixing design flaws instead of fixing them outside of the tree and giving him cool original perks

This can be said with most skilltrees

Please let Wortox teleport the heavy pieces like Suspicious Marble and Lunar Altar Pieces!
and perhaps have more interactions with Krampus and naughtiness in general, as a synergy between Knapsack and Krampus Sack (due to its number of slots)!

Edited by Castiliano
added a video to illustrate
  • Like 8
48 minutes ago, arubaro said:

I saw that you added a perk to craft rounds more efficiently..that is nice but only acceptable if the vanilla rounds' recipes are changed. Is pretty bad being forced to chose a perk because a character has a design problem, rounds using moon rock to just craft 10 shouldnt be fixed throw a skill tree, skill points should be an extra not a "if you dont pick this point your perk is useless"

I do think it should be adjusted to 20 basekit, and then add +10 for each perk level (or compress it to 1 for +20). I like the ammo change combined with the slingshot effect, but its pretty unfortunate that without the perk its very impractical to use most ammo types freely, which I feel should at least be the one exception for the Definitive Ranged Character tm. I don’t mind if you need a perk to get more bullets per craft, but the minimum should be adjusted to not be as cumbersome.

Going on to walter’s ammo types, I have a “one line-change” tier gripe for his new damage ones: Walter’s dreadstone rounds feel really underpowered. They currently deal 59.5, which is less than the gunpowder ones (68) and only slightly more than CRYSTAL BULLETS YEAHHHH moon shard rounds (which deal 51 to the hit target and 34 in an AOE around it). Considering the immense rarity of dreadstone compared to just about any other material you can make rounds out of, I would personally like to see them hit ~102 damage to compensate as an extreme damage/resource cost option.

  • Like 3
5 minutes ago, Maxil20 said:

 Considering the immense rarity of dreadstone compared to just about any other material you can make rounds out of, I would personally like to see them hit ~102 damage to compensate as an extreme damage/resource cost option.

Dreadstone is supposed to be extremely durable, right? What if dreadstone rounds had a decent chance to survive being fired and the only real "cost" was picking them up mid/post fight.

  • Like 9
  • Thanks 1
52 minutes ago, flamboyant wolf said:

Lunar-turned Abigail seems to attack slower and 1 enemy at the time, but with much higher dmg(1 hits a hound at day, a pig at dusk. 3 hits a beefalo at night, so I conclude she must deal approximately 10 times the damage of normal abi: 150/250/400).

Seems Pretty good for bosses, as she draws way less aggro in this form and tends to stay away more(keeps distance after attacking)

Wow that's good. Is that Potion or Gesalt Abigail?

I wonder how good the shadow aligned skills are to compensate.

Wendy getting a good set of alignment perks is nice, especially as the rest of her tree shows a lot of restraint.

5 minutes ago, Swag Master69 said:

Dreadstone is supposed to be extremely durable, right? What if dreadstone rounds had a decent chance to survive being fired and the only real "cost" was picking them up mid/post fight.

This could be interesting, only thing I would want is some soft of way for them to be picked up easier in that case (maybe some way for them to stack if the “hit” target is next to an existing dreadstone round stack) to a certain extent, since picking them up 1 at a time would probably be pretty impractical. Some way for it to “regenerate” a stack in exchange for sanity could also be neat (especially since the helm/armor do this), but I have no idea how that would be handled.

7 minutes ago, WenericMember said:

Wow that's good. Is that Potion or Gesalt Abigail?

I wonder how good the shadow aligned skills are to compensate.

Wendy getting a good set of alignment perks is nice, especially as the rest of her tree shows a lot of restraint.

Gestalt! Do keep in mind that if you turn Abi into this form, you'll have less reliable aoe acess(of course you can turn her back on a newmoon still).

9 minutes ago, flamboyant wolf said:

Gestalt! Do keep in mind that if you turn Abi into this form, you'll have less reliable aoe acess(of course you can turn her back on a newmoon still).

Yeah I understand that, it's just cool that they're giving Abi better single target application.

1 hour ago, arubaro said:

Something i notice is that you added a couple of new rounds that gives slow effect on enemies...i hope is because you are reworking the rounds made of purple gems because they were already pretty bad to now overshadow them with 2 new rounds

I think purple rounds slow and honey/icker slow are different, in like, stackable. Purple rounds are a debuff on the target itself while the others are aoe slow on the floor. Havent tested it yet but, in theory you could use 1 purple round to slow the target for 30 seconds, then use honey/icker to slow them even more.

So, Wendy's skill tree is decent, besides one skill. 

What's the point of her turning dark petals into normal pets when she requires DARK petals for her special crafts? Just switch it to petals into dark petals.

Wortox's skill tree is just good. It makes the character less 1 dimensional.

Walter's skill tree is such a nothing burger. It addresses none of his issues.

Just make his skill double his attack speed and he will be a solid, good character. For as long as his attack speed is slower his DPS will be lower, and as a combat character, he kinda needs his DPS to be good.

Why did he get 2 MORE slowing rounds...?

  • Like 2

man so many differend voices about ones character skill tree being bad, some say its wendy skill tree, some say its wortox skill tree that is bad, and some say walter skill tree is bad....so.....mission succesfully failed? like i am not sure, would be kind of sad if any character realy skill tree is under cooked

Just now, Echsrick said:

man so many differend voices about ones character skill tree being bad, some say its wendy skill tree, some say its wortox skill tree that is bad, and some say walter skill tree is bad....so.....mission succesfully failed? like i am not sure, would be kind of sad if any character realy skill tree is under cooked

None of the skill trees are flawless, but none are unsalvagable and for different reasons. So, I think for the start of Beta its in an okay state

  • Wendy's skill tree is just under tuned. The dev intention was to not give her an OP tree (as she's already one of the stronger characters) which is understandable, but a good number of the skills have very little application. + Haunt is a must for some people, which currently isn't a thing. Buffing the effects of some skills and one or two new skills should put her tree in a good state. As it is her tree is pretty cohesive in general.
  • Walters tree is very insight intensive for a character that needs as much from their tree as possible, so the only real thing Walter needs is some skills to be combined.
  • Wortox's is just Jank, which is probably the hardest to fix, but its still got a unique core mechanic (naughty v nice) and covers some of his main weaknesses (the soul economy)
13 minutes ago, Nikki Darks said:

What's the point of her turning dark petals into normal pets when she requires DARK petals for her special crafts? Just switch it to petals into dark petals.

The idea is her Grave skills generate dark petals, which can then be purified for use in the sisturn & whatever without needing to catch butterflies to refill the sisturn & make more flowers. Obviously on its own that's not a very good skill, but the idea is there. I'd like the whole line to be reworked like so:

 

  • Like 1

I think Wendy's skill tree "potion should be effects duration doubled," not "potion that last for 1 day is changed." Abigail fullmoon AI mutated needs a change it loses her AOE and her damage is random (percentage based?) Nightshade doesnt work with mutated Abigail during the day...

  • Like 2

What if Walter had a sash where he can put badges on to, similar to wx using circuits but with more slots and more specific perks he can mix and match. For example one that lets him craft faster or one that gives him a chance to dodge an upcoming attack randomly. Every badge can be crafted with items corresponding to the perk it applies and the recipes can be unlocked after Walter performs a specific task just like how real scouts earn their badges.

  • Like 2
  • Thanks 1

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