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Wendy's Skills are extremely fragmented


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As a player who has been playing Wendy for a long time, the test server revealed that the creator's understanding of the Wendy skill tree update is disappointing, as it has quite a few contradictions, is not systematic, and the fun is not satisfactory.:wilson_cry:

Although I may apologize for the little girl who has accompanied me for a long time, Wendy actually plays most of the characters in the game as a bully who fears the strong. As the game content becomes more and more profound, she becomes increasingly exhausted. For beginners in the early stages, it can provide good guidance and help them adapt. However, when a nostalgic novice wants to continue exploring with this initially equipped good friend, they will find that for the same effect, Wendy players cannot obtain solutions from within, but instead develop in-game mechanisms, which requires players to rely on luck and many strategies. The first autumn is extremely important for Wendy, but the fault tolerance is extremely low. Compared to other skills that complement the character itself, a situation that is easily unattainable. Wendy is really not strong enough. He may be enough for beginners to experience the game, but such a skill tree will break the hearts of enthusiasts. Please think carefully again, creators. Please

Please use Wendy to play the entire process of the single player game. You will find that Wendy has a unique advantage in collecting cheap resources, but when dealing with large bosses and post game monsters, she is about equal to Wes. This is due to increasing range attacks and slowdowns, as well as more interference. Wes also needs to tame cows to help deal with bosses, and Wendy is no exception. In many cases, her sister is forced to be unable to exert force:wilson_cry::wilson_cry:

If you think Wendy has obtained too many rough and simple early coping strategies, please give Wendy the ability to operate more difficult but effectively reach the upper limit of other characters. Wendy players do not want to be just a gradually marginalized character.....
 

Please forgive my rudeness in my language, as English is not my first language. I sincerely love Klei's games and will continue to support them in the future. I hope to receive a response from the creators and understand their design ideas:wilson_love:

Wendy players are reluctant to let Abigail withstand damage because maintaining Abigail's presence is the key to keeping Wendy's damage constant at 0.75. Taming the Bull Party can easily earn Mourning Glory, and slow paced players will not lack Mourning Glory even if they accumulate it slowly.

Increase Abigail's health by 300. Abigail can take damage not as a character, and can use powerful healing potions. The duration of the 1-day potion has been extended to 2 days. The 1-day potion is mostly used as a prelude in the game, and its effect is too slow. Wendy can take back Abigail to avoid hatred depending on the situation. The combination of micro therapy and medication for 2 days of fighting monsters cannot coexist, and the usage rate is unsatisfactory. In most cases, the medication used to maintain Abigail's nighttime damage is alternated with the rapid massive healing medication.

There are 4 ghosts in the cemetery that can automatically kill monsters, but there is no interactivity at all.

Then there are the three skill points of fear and guidance sprint and invisibility. I think that taking back this action has a part of the essence effect of the three skills at the same time. Then Abigail in the moon form causes 400 damage to the individual, and then loses the extremely important vulnerable. Wendy will return to 0.75 times or pure cattle damage without vulnerable. Abigail in the dark line now needs to catch a bunch of butterflies to kill and speed up the fight against monsters? I think Wendy's response to a low-intensity crisis is already sufficient

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