Jump to content

My opinion and ideas about new skill tresses.


Recommended Posts

This post is for the early beta version, but I plan to edit it from time to time as new changes to skill trees appear.

Wendy Skill Tree:

Blessed Sisturn I - Good perk.
Blessed Sisturn II - Good perk.
Blessed Sisturn III - Good perk, good thing the bonus from the urn doesn't give Abi twice as much life, but an additional 100 hp.

Dark Petals I - Pointless perk. Why give Wendy the option to craft regular petals, which are a very common resource, with dark petals, which are already a rarer resource to obtain? It should be the other way around. Dark petals should be crafted from ordinary petals. Especially since Wendy's new crafting uses dark petals.
Dark Petals II - Perk is even good. I just don't understand why armor made of light dark petals slows you down instead of taking away your sanity over time. I also think it would be cool if the damage done to Wendy in this armor would also transfer to Abi when it's sheathed. Of course, Abi would not then capture 100% of the damage, but, for example, 25%.

Strong Brew I - Good perk.
Strong Brew II - Good perk.
Strong Brew III - Good perk.
The only comment about these perks is that splitting the extension of the duration of potions into 3 separate perks is a bit too much. It would work better if these perks were reduced to two. (i.e. Strong Brew I - Elixirs work for 1,5 days, Strong Brew II - Elixirs work for 2 days).

Vengeful Ghost - Funny perk. I would only equalize the amount of damage dealt by the ghost. Instead of 11>18>30 it should be more like 10>20>30.

Pipspook Quest I - Great perk.
Pipspook Quest II - Great perk.
Pipspook Quest III - Great perk.

Grave Beautification - A nice perk for making decorations, but apart from that I don't see the point in summoning a ghost from the grave. The perk could be useful if Wendy could take such a ghost with her to help. The spirit could help Wendy cut down trees and help her in battle. Maybe it could also inflict stun on one opponent at times. Of course, the ghost would also have its own cooldown after "death", after which it would come back to life again, e.g. 1/2 day.
Final Resting Place? - Brilliant perk, after so many years we can finally dig graves. I can't wait to dig them out on my world. As a minor comment, I just wanted to add that it would be nice if Wendy also had the option of burying the dug out earth at the grave.
Gravestones By Wendy - This perk is also great, but I have a few requests about it. I would like Wendy to be able to choose which variant of the gravestone she will create, just as Wormwood has, for example, the option to choose which variant of the berry bush he wants to create. I would also like Wendy to be able to engrave her own epitaph on the gravestones she creates.

Team Spirit I - Very good perk. It will be perfect for bosses. (I'm a fan of the description of this perk, by the way xD).
Team Spirit II - Good perk for groups of weak opponents.
Team Spirit III - The perk seems average, but community will probably find some use for it.

Lunar Allegiance I - Good perk, a typical perk like what Bernie has.
Lunar Allegiance II - Good perk, a small damage boost is a plus.
Lunar Allegiance III - A very interesting perk. I like the use of moon dial for this. Abi's 10x damage boost in exchange for slower attack speed is really cool. Although it's hard for me to judge whether this is a relatively balance perk.

Shadow Allegiance I - Good perk, a typical perk like what Bernie has.
Shadow Allegiance II - A relatively ok perk, but it could use something more.
Shadow Allegiance III - Average perk, constant 80 damage for killing something in eq sounds weak. It would be better if the base damage was 100 and increased with the time of day, i.e. 100>200>300.

Wortox Skill Tree:

Neutral:

Impromtu Flautist - Perk seems ok, but it would be nice if the effect of free use of panflute could stack.
Plesant Pastorale - Perk is even ok.
Cloudy Carmen - Good perk.

Nice:

Lifted Spirits I - Brilliant perk.
Lifted Spirits II - Brilliant perk.
Reverberation - Brilliant perk.
Capriciuos Movement - This perk is my favorite from Wortox's skill tree. I love how it encourages you to explore the map, 10/10 in my opinion.

Reaching Souls I - Good perk.
Reaching Souls II - Good perk.
Soul Bastion I - Good perk.
Soul Bastion II - Good perk.

Lifebringer I - Good perk.
Lifebringer II - Good perk.
Lifebringer III - Really good perk. I like how Wortox, thanks to this perk, can use the multiplayer item as a way to keep more souls in eq.

Naughty:

Knabsacker - The idea for the item is really interesting. A tool that collects all items within a certain range (unfortunately it cannot be used by other characters), and a weapon whose damage increases with the number of items in eq? Well, great idea. Only her damage is really pathetic. 34 damage in maximum stage? No thanks, I prefer to use the ham bat instead of the character's unique weapon.
In my opinion, the damage should be increased enough to make it profitable to use knabsack as an alternative to dark swod. It could be, for example: Stage I - 20 dmg, Stage II - 40 dmg, Stage III - 60 dmg.
Soul Jar - Item itself is really cool. I expected a doubling of the capacity of souls in Wortox's eq, but I was pleasantly surprised by such a nice container. It's just a pity that you can't put it in your case/backpack when it's empty.
Overflowing Greed - Interesting idea, but terrible execution. Why would someone carry around 5 jars full of souls (200 souls total) just to be able to keep 10 more souls in eq? It's not worth it at all. It's better to have 20 souls in eq and 1 jar from which you can take souls, but you don't have to keep them all the time. In addition, the aspect of grinding masses of souls does not seem pleasant. It would be best to lower the maximum jar limit in eq and the jar filling threshold at which they work. E.g. The limit of jars should be 3 and the jars would function when they are 50% full. In turn, the maximum limit of souls in eq could be increased as follows: 1 jar - 23 souls, 2 jars - 26 souls, 3 jars - 30 souls.
Covetous Collector - I won't repeat myself, because it's the same problem as with the previous perk. However, just as with the "Knabsacker" perk I proposed increasing the damage of this weapon, here I propose reducing the boost from jars. One jar could increase the damage by 5 points, so if you had a knabsack on stage 3 with three half-filled jars, you would have 75 damage, after adding 10 planar damage from pure brilliance and pure horror it would be as much as 85 damage.

Soul Thief I - Fairly good perk.
Soul Thief II - Fairly good perk.
Soul Pierce I - Medium perk, soul damage should in my opinion deal half the damage of a knabsack (and take into account planar damage).
Soul Pierce II - Also an average perk. Overall, the theme of using rushing souls to eq seems terribly situational. This could have worked better if Soul Pierce II had also made it so that Wortox couldn't be overloaded with souls, and instead the excess souls would have flowed around Wortox, making piercing orbitals in the process (Something like The Binding Of Isaac).

Soul Decoy I - Average perk, currently the duration of the decoy at the first level lasts about 2.5 seconds. It is definitely too short and should be extended to at least 5 seconds.
Soul Decoy II - However, the processing time of a decoy on the second level lasts about 5 seconds. Here, too, the time should be increased to at least 10 seconds.
Soul Decoy III - Fairly ok perk. The damage seems ok, although the damage might need to be increased here too, but I'm not sure. It would definitely be nice if this perk gave the decoy an extra hit to take.

Affinity:

Shadow Harvester - Really good perk. Area damage on a group of enemies and double damage on a single opponent is really cool. In addition, this perk encourages me to use shadow reaper instead of brightshade sword, so it is even more of a plus for me. It's actually funny that Wortox outdid Maxwell in terms of the interesting effect on the shadow reaper.
Lunar Swindler - Really cool perk. It's a bit worse than the shadow perk, but it honestly doesn't bother me. I prefer the shadow perk to be used more often than the lunar one.

The Scales:
The concept is super cool. After all, a skill tree gives something for something. Only the execution seems poor to me. Just give one more perk on one side and you won't have any consequences from Nice Inclination or Naughty Inclination. Moreover, these penalties are a bit too weak, because seriously? -5 health healed from the Naughty side or +5 sanity lost from the Nice side. You don't feel these penalties at all.
In my opinion, penalties (and perhaps rewards) should be increased. Wortox should lose 15 sanity instead of 10 (heal 30 instead of 25), heal 10 hp less instead of 5 less (get 5 sanity for eating a soul). Additionally, just one tip of the scale should bring results. So, for example, when the scale tips to Nice side, Wortox should lose 7.5 sanity for his soul and heal for 22.5 hp. In turn, if the scale tipped to Naughty side, Wortox would heal 17.5 hp, but lose 2.5 sanity per soul eaten.

Walter Skill Tree:

Projectile Pro:

Moon Glass Rounds Maker - A really good perk.
Stinger Rounds Maker - Terrible perk. I don't understand why Walter has to choose two rounds with the same effect, only one is a weaker version. Stinger rounds should pierce opponents, not deal aoe damage.
Shockcrap Rounds Maker - Good perk.
Gunpowder Rounds Maker - Brilliant perk. After all, a slingshot can hit as much as a dark sword.
Dreadstone Rounds Maker - I don't understand why they only hit 59 damage, but I guess this is something that still needs to be refined, so I won't comment on them for now.
Sticky Rounds Maker - Good perk, but I think the slowdown duration should be a bit longer.

Projectile Pro I - Great perk. 
Projectile Pro II - Brilliant perk.

Slingshotsmith:

Slingshotsmith - Interesting perk, I like the theme of improving and customizing the slingshot.
Flailing Band - Good perk.
Sticky Handle - Medium perk. I don't see the need to install this instead of the firing rate increasing parts, maybe if the sticky handle also increased the firing rate.
Void Grip - Good perk.
Thulecite Frame - Average perk, the option to fire a different projectile without having to change it seems cool, but it doesn't appeal to me. In my opinion, the ult this part gives should fire both loaded rounds at once.
Scrappy Frame - Very cool perk, the option to stretch the slingshot to double the damage is really cool, and the fact that the slingshot with this part is as capacious as the improved chest.

Before I move on to the next perks, I would like to mention the issue of increasing the firing rate of the slingshot using special parts. Well, this increase is ridiculously low. 
I tested by timing the kill of a Treeguard with 2990 hp. I used gunpowder rounds as projectiles and these were the results:
With a regular slingshot, Treeguard was killed after about 40 seconds.
With a slingshot equipped with grip tape, was killed after about 36.5 seconds.
And the slingshot equipped with a void grip killed after 33.5 seconds. 
The firing rate boost of the slingshot is too low, and the difference between grip tape and void grip is pathetic.
This should be at least 30 seconds of grip tape and 25 seconds of void grip.

Woby Training:

Woby Training - An interesting perk, training Woby by giving it special badges is really interesting. Only developing these perks is extremely slow. It would be possible to somehow speed up their development.
Agility Training - A very useful perk.
Bravery Training - Good perk.
Support Training - Good perk.
Digging Training - An interesting perk, if Woby is able to dig up some more valuable resources, it is even a relatively worthy perk.
Fetching Training - Medium perk.

Affinity:

Shadow Affinity - I won't comment fully on this perk yet, because there is still work in progress, but I definitely want to say that it would be useful to shorten the slowdown imposed by icky rounds, it is simply too long.
Lunar Affinity - I won't say the same here, because it's work in progress.

One more thing about perks with Walter's rounds in general. Their arrangement seems terribly chaotic. Why are dreadstone rounds in Projectile Pro and not in Shadow Affinity and why aren't there any nightmare fuel rounds?

 

So that's all I wanted to say about the new skill trees. Thank you if anyone was interested in my opinion and read this post to the end.

I hope that some of my ideas will be taken into account by devs

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...