RussoDaFederal Posted November 22, 2024 Share Posted November 22, 2024 Hello! I'm Russo. I've been expecting this character update for months now, and I'm glad it's out! Wendy has been my favorite character ever since I started playing DST almost 10 years ago. Thank you Klei for your work as always. But I want to share my opinion on Wendy's skill tree and I want to be as objective as possible, so I'm gonna talk about each skill individually. Blessed Sisturn I The chilling aura of death preserves the petals placed in the sisturn for longer. I wasn't expecting this, but this is actually pretty nice. Not too much to say, moving on. Blessed Sisturn II Wendy's resistance to scary things is increased, and she grants some of that confidence to others nearby. I don't know exactly by how much this decreases sanity drain, but that's nice to have when in the caves I guess. Blessed Sisturn III Abigail can be sent to rest at her urn, letting her health rise above normal levels. This idea looks great on paper. Anchoring Abigail at the sisturn is an interesting choice, it leaves you exposed should you wander around without her, but the extra health sure is worth it considering Abigail dies almost immediately to larger mobs... Except it isn't. 100 extra health is pretty worthless, I was expecting double health, a full 1200 total. If double is too much, then at least 900 or 1000 health total would be nice. 100 extra health isn't even worth the effort. Again, the idea is good, but the numbers are terrible. Strong Brew I, II, III Elixirs with one day duration will now last a third/two thirds/a day longer. This is the most underwhelming skill imho. I don't even need the elixirs for a whole day, why increase their duration even further? They're pretty cheap too, so you could craft two of them and save 3 whole insight points. Pipspook Quest I Pipspook lost toys aren't quite so far away. I knew Klei would have a pipspook related skill, and this one is a good opener for this branch. Basically a must have. Pipspook Quest II Pipspooks remember more lost toys to find. At first I didn't like this one because usually I prefer to have less toys to find and just get the final 4 mourning glories for the last toy. 1 more mourning glory usually isn't worth the effort. But this works really well with Pipspook Quest I and III, so no complaints in the end. Pipspook Quest III Pipspooks produce more mourning glories. Best Wendy skill in this update. They drop double the amount of mourning glories, so 2 for each toy except the final and 8 for the final. Incredible. Grave Beautification Wendy can adorn graves with flowers inviting the spirits living here to come out and visit. Graveyard spirits often promote dark gardens. It takes 3 flower petals to adorn a grave and spawn a ghost there. Ghosts are so rare that people usually forget about Wendy's existing interactions with them. This skill addresses that issue, because you can now spawn ghosts at will. They respawn after a little longer than a day after being killed. And the dark petal farm is also cool. EDIT: I just found out the beautification only lasts for around 6 days. That's kinda underwhelming, apparently each ghost can spawn a single dark petal in 6 days (it takes a little more than 3 days for it to spawn). If it was at least 8 days it'd be better. Final Resting Place? Wendy can dig up gravestones and relocate them. Ok I said Pipspook Quest III was the best skill so far but this is tied in first place imo. Relocating gravestones is amazing and enables you to build your own graveyard/farm. No more pipspooks asking you to cross a river to find their toys (even though you could build a bridge). We'll find a good use for the graves near the Ancient Guardian too. Absolutely perfect, 10/10. Sidenote, relocating a gravestone undoes the beautification. Gravestones By Wendy Wendy can make her own gravestones. It's useful, sure, but I'm not gonna pick it personally. You can already relocate the gravestones and most worlds spawn with enough gravestones already. Kinda useless unless you want to build a mega graveyard or make a ghost trap everywhere. But it's good to leave this option for the player to decide if they want it or not. Dark Petals I Evil flowers hold no fear for Wendy. She can purify dark petals into regular petals. I don't know why someone would want to turn a dark petal into a regular one, wouldn't it be better to do the opposite? Dark petals are way more rare. Eh, disabling sanity loss concerning them is nice tho, I guess. Dark Petals II Abigail teaches Wendy to make a shroud of flowers to wear. When worn, Wendy's wounds will be transferred to Abigail until she is unsommoned. This is terrible in so many ways. Abigail doesn't need even more incoming damage, she already dies pretty easily to large mobs. Instead, she should have gotten some sort of armor and/or a way to avoid being targeted when a boss is fighting multiple players. Make ME the target, not Abigail, Klei. When Abigail dies, I'm screwed either way. Team Spirit I, II, III Abigail can now escape/dash/scare. I like the idea to have more options to control Abigail, but this felt underwhelming. Escaping is useful, it makes the mobs de-aggro Abigail instantly and she follows you closely for a short while even if she is riled up. Dashing is nice too, but I wish she would damage everything in her way or at least spin around and damage every mob where she lands. Scaring is not polished it seems, because the scared mobs don't really know what to do and just run around aimlessly, which makes Abigail follow whatever mob she's targeting and that can be really annoying. It is somewhat useful for dealing with spider queens, but it's not consistent currently, and the mobs stay scared for a very short time. And only weak mobs can be scared, so you're better off just killing them straight up. Lunar/Shadow Allegiance I Abigail attunes with the shadows/lunar energies and earns some planar defense. This was expected and is very much needed, but 5 planar defense is a joke. You have 10 planar defense with the void cowl, and another 10 with the void robe, and some mobs still hit like a truck. If 20 is the expected planar defense value for the player, who can kite the mob and avoid being hit, then shouldn't Abigail, who CAN'T avoid being hit, be at least equal to that? Honestly I don't like how planar defense works, but now it's too late to remove it from the game or re-balance it, and Abigail needs to keep up with those numbers. I was also expecting a planar damage increase, and we got planar defense only. Very underwhelming. Lunar Allegiance II Wendy can craft an elixir infused with lunar energy that gives Abigail a boost of planar damage for its duration. Like I said above, I was expecting planar damage to increase with a skill, not with an elixir. Even then, the elixir only adds 5 planar damage. An absolute joke. Currently it costs 1 pure brilliance and 3 morning glories to craft, and it lasts around 2 minutes. Abigail hits once every second, so you get around 120 hits, times 5 you get 600 extra damage. That's pretty low. Shadow Allegiance II Wendy can craft an elixir infused with shadow magic that increases Abigail's vex duration. Absolutely worthless. Abigail. Can't. Kite. Unless you position yourself away from the fight and force Abigail to follow you, she won't stop attacking and resetting her vex. This is only useful in a very specific scenario where you're running away from the fight and some other teammates will still benefit from the vex. Still, the damage gain will be so low that it makes this whole setup worthless. Lunar Allegiance III Wendy can use the moon dial during a full moon to fill Abigail with lunar energy, turning her into a gestalt. The moon dial can restore her ghost status during a new moon. Ok so Klei at least tried to address the issue that Abigail can't fight large mobs. Gestalt Abigail does high damage to a single target and since she "disappears" during the attack animation (exactly like a gestalt) she's seemingly immune to any form of damage during that time window. I just don't know why they would overcomplicate her transformation by making it available only during a full moon and back during a new moon. If it was easier to go back and forth from gestalt to ghost, this would be an amazing skill that would open up a new cool play style. But I don't want to wait another 10 days to make Abigail a ghost again. I also don't want to have to wait for a full moon to make her a gestalt. This is so complicated that I'd rather pick the other allegiance even if it is worse, and that's exactly the case. Shadow Allegiance III Dark magic is released whenever Wendy uses the murder action that creates a burst of planar damage when it hits Abigail. Ah yes, murder, just like pre-update Wendy. I like that they made a skill reminiscent of that, and even though it hits for around 100 planar damage, it's still somewhat situational. When murdering something from your inventory, you have to stop fighting whatever it is you're fighting and wait for the action animation to end. Even if it is just for a second, a fresh ham bat already beats that damage by around 20. It's still useful for spiders or frogs during a frog rain, but even so, it feels underwhelming for Abigail's final skill, supposed to be on par with the cooler Lunar Allegiance III. Vengeful Ghost When Wendy or her friends are killed, their spirit is vengeful and able to wreak havoc on the living world for a short time. For around 15 seconds, player ghosts deal damage to whatever aggressive mobs are near them. I'll definitely pick this one because my wife and friends die a lot during fights, so it'll definitely be fun at least. In conclusion, I like a lot of things from the beta so far, but it still needs some balancing. Personally, I would change the following: Increase the planar defense from 5 to 15 or 20. This would help tremendously and it's super easy to adjust; Add +10 planar damage to Lunar/Shadow Allegiance I; Increase the planar damage further for the lunar elixir from +5 to +10; Replace the vex elixir by an elixir that increases Abigail's planar defense. In fact, make the defense elixir the lunar one and the attack elixir the shadow one, it makes more sense. Or if you don't want to go that route, at least make the extra damage from the vex planar, and make Abigail's damage 100% planar for the elixir's duration. Due to how damage reduction works for planar mobs, her 40 damage is reduced to 28, so adding 12 back isn't that big of a deal; On Shadow Allegiance III, make the murder action activate the "dark pulses" continuously (each second) based on how many creatures were murdered. If you think that's too much damage, just reduce the damage or put a cooldown on it; Increase the extra health cap for staying at the sisturn on Blessed Sisturn III; Replace the Strong Brew branch by a branch that allows Wendy to craft different elixirs (like one to increase damage and another for armor, but make it physical and not planar, since planar damage is reserved for shadow and lunar alignments), and for the final skill of the branch, enable Abigail to have 2 elixirs active at once; Regarding the skill Grave Beautification, increase the amount of days the beautification lasts from 6 to 8 days; Reverse the Dark Petals branch logic or replace it by something else entirely. Wendy should be able to convert regular petals into dark petals, not the opposite. If you feel this is too OP, replace by another more useful skill. The flower shroud is not 100% a bad idea but it sounds more useful for people who don't play as Wendy tbh. I'd never pick that skill, personally. Whew, that was a lot of text. I do hope Klei reads all of it tho, I'm a fan of the game for many years and I've even become a game dev myself. So even though I mostly like what Klei does, I think some constructive criticism is needed here. Thanks for your time, cheers! Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/ Share on other sites More sharing options...
WenericMember Posted November 22, 2024 Share Posted November 22, 2024 4 hours ago, RussoDaFederal said: Hello! I'm Russo. I've been expecting this character update for months now, and I'm glad it's out! Wendy has been my favorite character ever since I started playing DST almost 10 years ago. Thank you Klei for your work as always. But I want to share my opinion on Wendy's skill tree and I want to be as objective as possible, so I'm gonna talk about each skill individually. Blessed Sisturn I The chilling aura of death preserves the petals placed in the sisturn for longer. I wasn't expecting this, but this is actually pretty nice. Not too much to say, moving on. Blessed Sisturn II Wendy's resistance to scary things is increased, and she grants some of that confidence to others nearby. I don't know exactly by how much this decreases sanity drain, but that's nice to have when in the caves I guess. Blessed Sisturn III Abigail can be sent to rest at her urn, letting her health rise above normal levels. This idea looks great on paper. Anchoring Abigail at the sisturn is an interesting choice, it leaves you exposed should you wander around without her, but the extra health sure is worth it considering Abigail dies almost immediately to larger mobs... Except it isn't. 100 extra health is pretty worthless, I was expecting double health, a full 1200 total. If double is too much, then at least 900 or 1000 health total would be nice. 100 extra health isn't even worth the effort. Again, the idea is good, but the numbers are terrible. Strong Brew I, II, III Elixirs with one day duration will now last a third/two thirds/a day longer. This is the most underwhelming skill imho. I don't even need the elixirs for a whole day, why increase their duration even further? They're pretty cheap too, so you could craft two of them and save 3 whole insight points. Pipspook Quest I Pipspook lost toys aren't quite so far away. I knew Klei would have a pipspook related skill, and this one is a good opener for this branch. Basically a must have. Pipspook Quest II Pipspooks remember more lost toys to find. At first I didn't like this one because usually I prefer to have less toys to find and just get the final 4 mourning glories for the last toy. 1 more mourning glory usually isn't worth the effort. But this works really well with Pipspook Quest I and III, so no complaints in the end. Pipspook Quest III Pipspooks produce more mourning glories. Best Wendy skill in this update. They drop double the amount of mourning glories, so 2 for each toy except the final and 8 for the final. Incredible. Grave Beautification Wendy can adorn graves with flowers inviting the spirits living here to come out and visit. Graveyard spirits often promote dark gardens. It takes 3 flower petals to adorn a grave and spawn a ghost there. Ghosts are so rare that people usually forget about Wendy's existing interactions with them. This skill addresses that issue, because you can now spawn ghosts at will. They respawn after a little longer than a day after being killed. And the dark petal farm is also cool. EDIT: I just found out the beautification only lasts for around 6 days. That's kinda underwhelming, apparently each ghost can spawn a single dark petal in 6 days (it takes a little more than 3 days for it to spawn). If it was at least 8 days it'd be better. Final Resting Place? Wendy can dig up gravestones and relocate them. Ok I said Pipspook Quest III was the best skill so far but this is tied in first place imo. Relocating gravestones is amazing and enables you to build your own graveyard/farm. No more pipspooks asking you to cross a river to find their toys (even though you could build a bridge). We'll find a good use for the graves near the Ancient Guardian too. Absolutely perfect, 10/10. Sidenote, relocating a gravestone undoes the beautification. Gravestones By Wendy Wendy can make her own gravestones. It's useful, sure, but I'm not gonna pick it personally. You can already relocate the gravestones and most worlds spawn with enough gravestones already. Kinda useless unless you want to build a mega graveyard or make a ghost trap everywhere. But it's good to leave this option for the player to decide if they want it or not. Dark Petals I Evil flowers hold no fear for Wendy. She can purify dark petals into regular petals. I don't know why someone would want to turn a dark petal into a regular one, wouldn't it be better to do the opposite? Dark petals are way more rare. Eh, disabling sanity loss concerning them is nice tho, I guess. Dark Petals II Abigail teaches Wendy to make a shroud of flowers to wear. When worn, Wendy's wounds will be transferred to Abigail until she is unsommoned. This is terrible in so many ways. Abigail doesn't need even more incoming damage, she already dies pretty easily to large mobs. Instead, she should have gotten some sort of armor and/or a way to avoid being targeted when a boss is fighting multiple players. Make ME the target, not Abigail, Klei. When Abigail dies, I'm screwed either way. Team Spirit I, II, III Abigail can now escape/dash/scare. I like the idea to have more options to control Abigail, but this felt underwhelming. Escaping is useful, it makes the mobs de-aggro Abigail instantly and she follows you closely for a short while even if she is riled up. Dashing is nice too, but I wish she would damage everything in her way or at least spin around and damage every mob where she lands. Scaring is not polished it seems, because the scared mobs don't really know what to do and just run around aimlessly, which makes Abigail follow whatever mob she's targeting and that can be really annoying. It is somewhat useful for dealing with spider queens, but it's not consistent currently, and the mobs stay scared for a very short time. And only weak mobs can be scared, so you're better off just killing them straight up. Lunar/Shadow Allegiance I Abigail attunes with the shadows/lunar energies and earns some planar defense. This was expected and is very much needed, but 5 planar defense is a joke. You have 10 planar defense with the void cowl, and another 10 with the void robe, and some mobs still hit like a truck. If 20 is the expected planar defense value for the player, who can kite the mob and avoid being hit, then shouldn't Abigail, who CAN'T avoid being hit, be at least equal to that? Honestly I don't like how planar defense works, but now it's too late to remove it from the game or re-balance it, and Abigail needs to keep up with those numbers. I was also expecting a planar damage increase, and we got planar defense only. Very underwhelming. Lunar Allegiance II Wendy can craft an elixir infused with lunar energy that gives Abigail a boost of planar damage for its duration. Like I said above, I was expecting planar damage to increase with a skill, not with an elixir. Even then, the elixir only adds 5 planar damage. An absolute joke. Currently it costs 1 pure brilliance and 3 morning glories to craft, and it lasts around 2 minutes. Abigail hits once every second, so you get around 120 hits, times 5 you get 600 extra damage. That's pretty low. Shadow Allegiance II Wendy can craft an elixir infused with shadow magic that increases Abigail's vex duration. Absolutely worthless. Abigail. Can't. Kite. Unless you position yourself away from the fight and force Abigail to follow you, she won't stop attacking and resetting her vex. This is only useful in a very specific scenario where you're running away from the fight and some other teammates will still benefit from the vex. Still, the damage gain will be so low that it makes this whole setup worthless. Lunar Allegiance III Wendy can use the moon dial during a full moon to fill Abigail with lunar energy, turning her into a gestalt. The moon dial can restore her ghost status during a new moon. Ok so Klei at least tried to address the issue that Abigail can't fight large mobs. Gestalt Abigail does high damage to a single target and since she "disappears" during the attack animation (exactly like a gestalt) she's seemingly immune to any form of damage during that time window. I just don't know why they would overcomplicate her transformation by making it available only during a full moon and back during a new moon. If it was easier to go back and forth from gestalt to ghost, this would be an amazing skill that would open up a new cool play style. But I don't want to wait another 10 days to make Abigail a ghost again. I also don't want to have to wait for a full moon to make her a gestalt. This is so complicated that I'd rather pick the other allegiance even if it is worse, and that's exactly the case. Shadow Allegiance III Dark magic is released whenever Wendy uses the murder action that creates a burst of planar damage when it hits Abigail. Ah yes, murder, just like pre-update Wendy. I like that they made a skill reminiscent of that, and even though it hits for around 100 planar damage, it's still somewhat situational. When murdering something from your inventory, you have to stop fighting whatever it is you're fighting and wait for the action animation to end. Even if it is just for a second, a fresh ham bat already beats that damage by around 20. It's still useful for spiders or frogs during a frog rain, but even so, it feels underwhelming for Abigail's final skill, supposed to be on par with the cooler Lunar Allegiance III. Vengeful Ghost When Wendy or her friends are killed, their spirit is vengeful and able to wreak havoc on the living world for a short time. For around 15 seconds, player ghosts deal damage to whatever aggressive mobs are near them. I'll definitely pick this one because my wife and friends die a lot during fights, so it'll definitely be fun at least. In conclusion, I like a lot of things from the beta so far, but it still needs some balancing. Personally, I would change the following: Increase the planar defense from 5 to 15 or 20. This would help tremendously and it's super easy to adjust; Add +10 planar damage to Lunar/Shadow Allegiance I; Increase the planar damage further for the lunar elixir from +5 to +10; Replace the vex elixir by an elixir that increases Abigail's planar defense. In fact, make the defense elixir the lunar one and the attack elixir the shadow one, it makes more sense. Or if you don't want to go that route, at least make the extra damage from the vex planar, and make Abigail's damage 100% planar for the elixir's duration. Due to how damage reduction works for planar mobs, her 40 damage is reduced to 28, so adding 12 back isn't that big of a deal; On Shadow Allegiance III, make the murder action activate the "dark pulses" continuously (each second) based on how many creatures were murdered. If you think that's too much damage, just reduce the damage or put a cooldown on it; Increase the extra health cap for staying at the sisturn on Blessed Sisturn III; Replace the Strong Brew branch by a branch that allows Wendy to craft different elixirs (like one to increase damage and another for armor, but make it physical and not planar, since planar damage is reserved for shadow and lunar alignments), and for the final skill of the branch, enable Abigail to have 2 elixirs active at once; Regarding the skill Grave Beautification, increase the amount of days the beautification lasts from 6 to 8 days; Reverse the Dark Petals branch logic or replace it by something else entirely. Wendy should be able to convert regular petals into dark petals, not the opposite. If you feel this is too OP, replace by another more useful skill. The flower shroud is not 100% a bad idea but it sounds more useful for people who don't play as Wendy tbh. I'd never pick that skill, personally. Whew, that was a lot of text. I do hope Klei reads all of it tho, I'm a fan of the game for many years and I've even become a game dev myself. So even though I mostly like what Klei does, I think some constructive criticism is needed here. Thanks for your time, cheers! This tree is so horrifically balanced. What is the point of purifying the dark petals obtained from graves to obtain regular petals, when it costs more Petals to beautify a grave to being with then you receive? It just another completely baffling balance decision in this tree. I agree the flower shroud should be reworked because even if its the one of the only good things in the tree, its not healthy. I hope they add an additional skill or two as well, adding a haunt effect, potion storage, and improving abigail's light radius. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759148 Share on other sites More sharing options...
Jakepeng99 Posted November 22, 2024 Share Posted November 22, 2024 4 hours ago, RussoDaFederal said: Add +10 planar damage to Lunar/Shadow Allegiance I; Attach it to the potion or its too strong. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759170 Share on other sites More sharing options...
WenericMember Posted November 22, 2024 Share Posted November 22, 2024 1 minute ago, Fitzee said: Unhealthy in what sense? That it encourages facetanking With Wendy over learning to Kite properly. Wendy needs to know how to kite properly with Abigail to face bosses with AOE, so all this Perk does it make her matchups even more polarizing which is the main reason her skill tree is in the state its in. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759181 Share on other sites More sharing options...
ShadowDuelist Posted November 22, 2024 Share Posted November 22, 2024 5 hours ago, RussoDaFederal said: Dark Petals II Abigail teaches Wendy to make a shroud of flowers to wear. When worn, Wendy's wounds will be transferred to Abigail until she is unsommoned. This is terrible in so many ways. Abigail doesn't need even more incoming damage, she already dies pretty easily to large mobs. Instead, she should have gotten some sort of armor and/or a way to avoid being targeted when a boss is fighting multiple players. Make ME the target, not Abigail, Klei. When Abigail dies, I'm screwed either way. I found this to be one of the most OP perks she has at the moment, and I'm not gonna try to learn more tricks on how to use it before it's fully released, because I believe it will be nerfed. Abigail has a lot more HP than the player, and has access to much stronger healing options than the player, plus, now you can also control her and make her stay away from insta-kills. So basically Wendy with the shroud and regular armor and some potions for abigail becomes incredibly tanky, as long as you keep Abigail away from insta-kill things. It's probably what Wurt's water armor should have been. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759190 Share on other sites More sharing options...
WenericMember Posted November 22, 2024 Share Posted November 22, 2024 4 minutes ago, ShadowDuelist said: I found this to be one of the most OP perks she has at the moment, and I'm not gonna try to learn more tricks on how to use it before it's fully released, because I believe it will be nerfed. Abigail has a lot more HP than the player, and has access to much stronger healing options than the player, plus, now you can also control her and make her stay away from insta-kills. So basically Wendy with the shroud and regular armor and some potions for abigail becomes incredibly tanky, as long as you keep Abigail away from insta-kill things. It's probably what Wurt's water armor should have been. I just can't help but feel kinda mixed on the flower shroud rn. Like, objectively its a good, powerful skill, but designwise its the complete opposite of what I'd want an item like that to be. To me, the item should smooth out the learning curve when transitioning from depending on Abigail to Kiting with Abigail. Instead, it just doubles down on Wendy crushing some combats and being the worst against others, which is kinda how we ended up with this skill tree in the first place. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759194 Share on other sites More sharing options...
RussoDaFederal Posted November 22, 2024 Author Share Posted November 22, 2024 5 minutes ago, ShadowDuelist said: I found this to be one of the most OP perks she has at the moment, and I'm not gonna try to learn more tricks on how to use it before it's fully released, because I believe it will be nerfed. Abigail has a lot more HP than the player, and has access to much stronger healing options than the player, plus, now you can also control her and make her stay away from insta-kills. So basically Wendy with the shroud and regular armor and some potions for abigail becomes incredibly tanky, as long as you keep Abigail away from insta-kill things. It's probably what Wurt's water armor should have been. Now that you mention it, I didn't think before about using Blessed Sisturn III to keep Abigail away but still summoned so the shroud still works. Throw an elixir and you have some pretty amazing armor there, at the cost of not having Abigail by your side. Which you probably wouldn't either way when fighting a boss. This skill is not as bad as I first thought, Klei should keep it even if some/most Wendy mains don't pick it. I still think the extra life cap should be at least 800 instead of 700 tho Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759198 Share on other sites More sharing options...
SuperDonuts Posted November 22, 2024 Share Posted November 22, 2024 You blame klei for making elixir last 2 days (too long) and also blame them to make the lunar-alignes elixir to last 2 minutes (too short)… so maybe it is balanced. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759232 Share on other sites More sharing options...
WenericMember Posted November 22, 2024 Share Posted November 22, 2024 1 minute ago, SuperDonuts said: You blame klei for making elixir last 2 days (too long) and also blame them to make the lunar-alignes elixir to last 2 minutes (too short)… so maybe it is balanced. Except the duration potions only affect the ones with a full days duration. They specifically don't affect the ones with shorter duration. So its benefiting the potions that didn't need the benefit, while not helping the potions that did. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759236 Share on other sites More sharing options...
RussoDaFederal Posted November 22, 2024 Author Share Posted November 22, 2024 Just now, SuperDonuts said: You blame klei for making elixir last 2 days (too long) and also blame them to make the lunar-alignes elixir to last 2 minutes (too short)… so maybe it is balanced. I didn't complain about the 2min duration. 2min is good. The problem is that the extra damage is too low. It should be 10 instead of 5. At her min (15) and max (40) damage, +5 damage is pretty pointless but +10 is good, as there are multiple mobs with 25 and 50 health, so with a +10 buff Abigail can one shot those mobs. And it takes 1 less hit to kill 100 and 150 health mobs (spiders and hounds) at max damage. This is significant, +5 damage is not. And if Klei is worried about Abigail's overall damage output, 1200 damage over 2mins is still low if we're talking about tanking everything and just holding the F button. Just tweaking one number would definitely be a huge improvement and wouldn't make Abigail overpowered. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1759243 Share on other sites More sharing options...
The Toblin Posted November 27, 2024 Share Posted November 27, 2024 Gotta say, as a Wendy main, these additions are largely hilariously underwhelming. Like you already mentioned, the Pipspook changes are nice (but really, shouldn't this be basekit to reduce the grind?) and relocation of gravestones is a huge change and it's amazing. Literally everything else is...not impressive. Nor worth taking. It also doesn't address Wendy's core problem, which is Abigail instantly dying to literally anything that isn't a Spider, leaving Wendy to fend for herself with her low damage. Wendy is overpowered as nuts during the early game, but once bosses get involved, she falls off so hard it's not even funny. If there was a way to give her damage reduction or take aggro from her (reliably) and make her immune to AoE or something, it'd be better. But it's just not worth bothering with the complexity of playing Wendy because of how easily her entire schtick is removed from a handful of errant boss swings. And don't get me started on Aoe or charging bosses, like Bearger, Deerclops or EoT. Aby dies within seconds and Wendy has to be Wes for the rest of the fight. It's just...I don't know why Abigail has to be made of tinfoil. It makes no sense. Link to comment https://forums.kleientertainment.com/forums/topic/160925-thorough-review-of-wendys-skill-tree/#findComment-1763272 Share on other sites More sharing options...
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