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9 minutes ago, Maxil20 said:

Kind of a bit unfortunate to see this be the change. Compared to most other rounds in the game, dreadstone is a significant step up in costs from every other ammo type. You can get around 12 or so dreadstone at best per nightmare werepig, and that's the only source pre rift. The closest one I can compare it to is cursed rounds, and you can craft thousands without going very out of the way. The post rift options are most likely better as well, and are likely going to eclipse this one while being easier to amass.

It reminds me of the star cannon from Terarria; It's technically the best damage source pre hardmode, but most players very rarely use it because amassing that many stars for a fight is very impractical, and you are much better off using weapons that are not as effective but are significantly easier to upkeep.

I would really like to see this one get a secondary effect. Even something simple like doubling the amount of rounds you get per dreadstone would be very appreciated. 

Yeah I agree I'm kinda worried about gunpowder too as if it's going to be a rng round whose gimmick is it randomly deals big damage but is weak otherwise I can't see anyone ever investing the time into gunpowder to use it even more so post rift when despite gunpowder becoming even quicker to mass produce will likely be even worse against post rift enemies while also have much better damage options.

33 minutes ago, WenericMember said:

Tbh I'm more concerned about the double potion perk, as it's strong, but we already have something similar with Pipspook Quest.

My thoughts exactly. Plus, with no more stuff to spend mourning glory with, crafting two potions at once seems unnecessary. They're not exactly expensive. I'll just keep my spectral cure all stash as always

2 hours ago, WenericMember said:

Wortox:

image.png.58ff53831ff715eb3e7e2e34a0433cab.png

  • Inclinations:
    • Nice: no longer is hostile from racists
    • Naughty: Temporarily delays overload after gathering an excess of souls
  • Pan flutes rework:
    • Middle one is staying
    • side ones are in flux
    • Free pan flute usage doesn't expire anymore
  • Can teleport with heavy objects, in exchange for additional soul cost
  • Mounted teleport might not be implemented.

hmm, i dont know, the nice one sounds kind of way stronger then the naughty one, given...well you can just...drop souls when ever you need to, meanwhile nice makes the problem of pigs and bunnys well...it removes it completly, i dont know there sould be a bit more to naughty then such a nothing thing

free panflute not expire now makes it worth to think about it

GOOD, finaly, heavy objects being able to teleport

now if only the knapsack is goin to change like how i suggested it so many times, then it would be way better

10 minutes ago, RussoDaFederal said:

My thoughts exactly. Plus, with no more stuff to spend mourning glory with, crafting two potions at once seems unnecessary. They're not exactly expensive. I'll just keep my spectral cure all stash as always

It's also just actively harmful as a skill, cause it wastes an insight point.

Edit:Nevermind this stupid comment. It's the last pf the branch

13 minutes ago, RussoDaFederal said:

My thoughts exactly. Plus, with no more stuff to spend mourning glory with, crafting two potions at once seems unnecessary. They're not exactly expensive. I'll just keep my spectral cure all stash as always

It's interesting. Pipspook III is harder to change (as pipspooks have less depth), but doubled potion production is better because it also halves the material cost, like pure horror.

1 minute ago, WenericMember said:

It's interesting. Pipspook III is harder to change (as pipspooks have less depth), but doubled potion production is better because it also halves the material cost, like pure horror.

Eh, it saves one pure horror per elixir, I can live without that. The stuff I'd spend that elixir to kill would also drop pure horror anyway. It's their decision to keep it or not, but it feels like a lack of a better idea to me.

44 minutes ago, RussoDaFederal said:

My thoughts exactly. Plus, with no more stuff to spend mourning glory with, crafting two potions at once seems unnecessary. They're not exactly expensive. I'll just keep my spectral cure all stash as always

You are wasting way less mourning glory which is less farm, and getting the big heal potion 2x1 is huge, you are not crafting as much telltale hearts which imo are quite expensive on Wendy's hp. Also it works as an alternative for choosing the pipspook branch, you can pick that perk, dont go for the pipspooks branch, and you are still getting cheaper potions.

1 minute ago, kroban said:

You are wasting way less mourning glory which is less farm, and getting the big heal potion 2x1 is huge, you are not crafting as much telltale hearts which imo are quite expensive on the heal. Also it works as an alternative for choosing the better farming of mourning glory branch, you can pick that perk, dont go for the pipspooks branch, and you are still getting cheaper potions.

The pipspook branch synergizes pretty well with the relocating graves skill, and the extra elixir craft is kinda independent from everything else. It feels contrasting. Plus, it is at the end of a branch, meaning you'd have to spend 2 or 3 more insight points to get it either way. I'd rather spend it on pipspooks.

34 minutes ago, Echsrick said:

hmm, i dont know, the nice one sounds kind of way stronger then the naughty one, given...well you can just...drop souls when ever you need to, meanwhile nice makes the problem of pigs and bunnys well...it removes it completly, i dont know there sould be a bit more to naughty then such a nothing thing

free panflute not expire now makes it worth to think about it

GOOD, finaly, heavy objects being able to teleport

now if only the knapsack is goin to change like how i suggested it so many times, then it would be way better

Problem with Neutral stuff is that it has to be GOOD to justify making it harder to get Nice or Naughty alignment. Every point in neutral makes this harder.

3 minutes ago, RussoDaFederal said:

The pipspook branch synergizes pretty well with the relocating graves skill,

Not really? If you can relocate graves 3 tiles away from your base you can farm as much pipspooks as you want, IMO it seems redundant, both the graves and pipspook branches synergize pretty badly, I would much prefer choosing graves + potion bag + having Abigail insta level 3 + 2x1 on the heal and post-rift potions, that seems way better for fighting if Abi were to die and you have to resummon her at lvl 3, the potion bags for less inventory mess, and having more of the best potions for cheaper cost

I think an interesting skill they could add in place of the petal dress would be to allow abigail to share effects of her potions for her at a reduced rate. Something about their sisterly bond truly surpassing all odds allowing abigail to use her ghostly powers back on wendy. though will definitely miss my abi-armor.

16 minutes ago, BalkanCockroach said:

WOOOOOOOOOOOOO

I really like the Wortox changes.

Yeah, Wortox's tree is in a pretty complete state imo. Once the pan flute perks get reworked, i don't think he'll need any significant changes.

3 hours ago, WenericMember said:

Team Spirit has team spirit IV: allows Abigail to haunt (may be tuned to have increased

I believe that such a skill should be placed at team spirit 1, not 4…

3 hours ago, WenericMember said:
  • A lot of people aren't playing walter
  • Usage on par with wes :L

That's true

Even after watching the stream I am deeply confused about the Wendy skill tree. They have tweaked, changed and even completely removed several parts of this tree (Twitch stream confirms removal of petal conversion skills and the floral shirt) so it seems like they’re still coming up with Ideas for what they’re overall goal is.

I do agree with other posters saying the relocation and creating of your own graves cancels out the Pipspook branch altogether.

Even after watching it in action it still feels very basic..

And I can’t think of any reason I would ever want to use Abigail’s Dash Ability, it swoops through enemies similar to moose charge or Wigfrids spear dash,  it seems to function very similarly to the “GooAbby”

But the problem I personally had with it was when he dashed it through the dummy’s and she started doing her “riled” on the way back to Wendy.

Maybe these things are WAY WAY more effective on PC (I immediately felt this way when they started showing of Walters aimed attacks with the arrow on the ground) but on Xbox I’ll probably just more likely run into a horde of hounds or spiders and gather them all up in one area and toggle Rile Mode to On, rather then ever using the “Dash” unless I’m missing some vital reason to have this ability… it seems kinda redundant (atleast from watching the stream)

But I can’t play in betas, so all I can do is sit and assume if it’ll be a skill I’ll invest in or not.

The GOOD News is it seems like they’re going to continue the beta stage for a few more weeks to fine tune everything to a satisfactory level.

3 minutes ago, Mike23Ua said:

Even after watching the stream I am deeply confused about the Wendy skill tree. They have tweaked, changed and even completely removed several parts of this tree (Twitch stream confirms removal of petal conversion skills and the floral shirt) so it seems like they’re still coming up with Ideas for what they’re overall goal is.

I do agree with other posters saying the relocation and creating of your own graves cancels out the Pipspook branch altogether.

Even after watching it in action it still feels very basic..

And I can’t think of any reason I would ever want to use Abigail’s Dash Ability, it swoops through enemies similar to moose charge or Wigfrids spear dash,  it seems to function very similarly to the “GooAbby”

But the problem I personally had with it was when he dashed it through the dummy’s and she started doing her “riled” on the way back to Wendy.

Maybe these things are WAY WAY more effective on PC (I immediately felt this way when they started showing of Walters aimed attacks with the arrow on the ground) but on Xbox I’ll probably just more likely run into a horde of hounds or spiders and gather them all up in one area and toggle Rile Mode to On, rather then ever using the “Dash” unless I’m missing some vital reason to have this ability… it seems kinda redundant (atleast from watching the stream)

But I can’t play in betas, so all I can do is sit and assume if it’ll be a skill I’ll invest in or not.

The GOOD News is it seems like they’re going to continue the beta stage for a few more weeks to fine tune everything to a satisfactory level.

Yeah, the Team Spirit skills have kinda flown under the radar. They don't have the best implementation right now.

21 minutes ago, Mike23Ua said:

 rather then ever using the “Dash” unless I’m missing some vital reason to have this ability… it seems kinda redundant (atleast from watching the stream)

I've seen some videos earlier of people using dash to have Abigail reposition during FW, so she doesn't get hit 

Not sure how feasible this is on console.

Couple of thoughts: I REALLY want a Revive perk, with Wendy having a Inspection quote of "it's not ready for Abi yet" or the like. Revivals more common now, its thematically appropriate, and Wendy could use some hope in her goal to revive abigail.

Considering Walter needs Woby's skills to be retooled and tested, I think Beta will probably nearly last till christmas.

I think Wendy's skill tree is about the point Walter's was at the start of Beta. Still has a lot of work to go, but has a foundation that's usable for the most part.

4 hours ago, WenericMember said:

          Ammo stacks to 120

  • Base ammo crafts will be 20, skill will upgrade to 30, halved for icker
  • Rounds still need stations, but can be protoyped
  • Scrappy & Scrappier slingshot frame will be split into pre and post rift.

Huge. Sad no Woby news yet, but better ammo stacking, ammo crafting and ammo prototyping is big.

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