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I have a suggestion for Wendy's skill Blessed Sisturn 3, instead of Abigail gaining hp while resting at the sisturn instead add a new level to Abigail that gains her an extra 300 hp while a sisturn is active with petals it would have synergy with her skill Ghastly Experience while also keeping Blessed Sisturn 4 unique.

  • Like 2

I think Wortox decoy skills are kind of underwelming. A couple of ideas to make them better:

1. Enemies take a few seconds to regain aggro after destroying a decoy (maybe a stun ability)

2. Decoys can take more than one hit (maybe have 75hp)

3. Upon destroying a decoy enemies get slowed down for a few seconds

These skills could help to make decoys more viable in a dangerous situation where the player is crowded. What do you think?

  • Like 6
12 minutes ago, Ubbinho said:

I think Wortox decoy skills are kind of underwelming. A couple of ideas to make them better:

1. Enemies take a few seconds to regain aggro after destroying a decoy (maybe a stun ability)

2. Decoys can take more than one hit (maybe have 75hp)

3. Upon destroying a decoy enemies get slowed down for a few seconds

These skills could help to make decoys more viable in a dangerous situation where the player is crowded. What do you think?

Soul Decoy is probably the most skippable Naughty branch. It's a shame because the concept is cool.

  • Like 1
  • Health 1

- Red gem rounds should be added, it would be useful for burning mobs.

- Moonstone rounds should also be added, it's so far the only lunar material which haven't rounds.

- Slimy rounds and gloop rounds could also be potentially added.

Edited by 0Navis0

Hello!

I think that Walter should have incentives to do melee combat in his skill tree because, as of current, he only have incentive to do ranged combat, which is somewhat uninteresting to do due to how safe and monotonous it is.

I think Walter having access to dealing with targets from range without risk or worry is fine, but he should have more reason to challenge himself within his kit.

An example would be "when wearing his pinetree pioneer hat, every 6 melee attacks should allow Walter to fire his slingshot as quickly as an icestaff" this would make it easier to weave utility slingshot rounds between melee attacking enemies. I decided to bind it to his hat in this example because I think it would be interesting to make more use of it, but that isn't necessary.

Two more things that could make fighting more interesting would be to make it so that melee attacking a target afflicted with a pure horror round would extend its DOT duration for as long as you melee attack it up to a max duration (maybe twice as long). And with the pure brilliance round: targets afflicted with the pure brilliance debuff will receive a burst of planar damage which removes the debuff if hit with 3-ish melee attacks.

You don't need to use any of the examples listed but I think giving Walter some incentive to engage in melee combat would raise his skill ceiling which would make him more interesting to higher skill players, but also to lower skill player who are trying to improve their skill whilst playing Walter.

Thank you for reading!

Edited by DifferentTree
Sent too early by accident
  • Big Ups 1
45 minutes ago, Fitzee said:

In terms of making sense, it wouldn't be a skin for either, but I understand why you suggested those armors; other armors aren't as commonly used, especially the grass suit where it'd make the most sense skin-wise.

I was thinking marble mostly cuz they both have a slowdown, flower armour had 20% I think?

  • Sanity 1
On 11/30/2024 at 9:14 AM, V2C said:

Update notes on Wendy here


Changes

  • Wortox
    • Wortox may Soul Hop while heavy lifting objects, at a price to the efficiency of Souls, base line.
    • Soul Decoys will now grab the attention of things from a bit further away.
    • Soul Decoys will sometimes do a dance for some visual variance.
    • Nice Inclination will no longer enhance healing power from Souls.
    • Nice Inclination will now calm down the monster side of Wortox.
    • Soul Bastion I's healing amount for the second wave has been increased to compensate for Nice Inclination's healing power removal.
    • Soul Bastion II's increased healing range has been replaced with increasing the efficiency of healing when healing multiple players at once.
    • Reaching Souls II now also increases healing range.
    • Naughty Inclination will no longer reduce healing power from Souls.
    • Naughty Inclination will now let Wortox hold back an overload for a moment.
    • Impromptu Flautist buff will now only expire when using the buff or dying.
    • Pleasant Pastorale has been reworked to now create fresh Souls around Wortox when playing a Pan Flute.
    • Cloudy Carmen has been decided to not be changed thanks to the strategic capabilities that were opened up from the Impromptu Flautist change.
       
  • Wendy
    • Strong Brew duration extending reduced to 1 slot
    • Picnic Casket skill added. Adds a container for Elixirs
    • Gastly Experience skill added. Adds a new Elixir that raises Abigail’s level quickly.
    • “Extra Yield” skill added. Wendy will sometimes get more than 1 Elixir when she crafts.
    • Epitaphs can be written on new gravestones.
    • Haunt Skill added. Adds a new action for Abigail to haunt things.
    • Added a 4th Sistern skill for a second boost to health.
    • Gestalt Abigail’s fighting behaviour has been improved.
      • She seeks her target
      • She’s better at staying some distance from her target while waiting for attack cooldown.
      • A little increase to attack rate.
      • Her Vex has double duration.
    • Elixirs on the Shadow and Lunar path are now a new class called Super Elixirs which work in parallel to the other elixirs.
    • Shadow and Lunar abilities tuned again.
    • Reduced Abigail command cooldowns.
    • Escape Command behaviour changed. Shorter duration so she’s not out of combat as long.
       
  • Walter
    • Walter’s recipes that require crafting stations can now be prototyped.
    • Shadow Slinger skill will now additionally unlock Pure Horror Rounds.
    • Lunar Slinger skill will now additionally unlock Pure Brilliance Rounds.
    • Slingshot Ammo now stacks up to 120.
    • Crafting Ammo now produces 20, up to 30 with Projectile Pro skills.  (Icky Rounds produces 10, up to 15 with skills).
    • When attempting to replace Ammo on a Slingshot that currently holds a stack of Ammo over 120, Walter will give a speech warning instead of dropping all the excess Ammo onto the ground.
    • Some rounds now float, and some are not considered elemental food anymore.
    • Some skill tree strings have been adjusted or renamed.
    • Lowered the base damage of Gunpowder Rounds, with a chance to proc an AOE with double damage.
    • The effects of Slow-Down Rounds now stack up to 3 times.
    • Increased the damage of Dreadstone Rounds.
      • We’re still working on more improvements to Dreadstone Rounds, but that did not make it into this patch.
    • Brightshade Husk Rounds now have a chance to spawn Brightshade tentacles that do a very quick attack.
    • The special attack using the Thulecite Slingshot Frame will now turn magic effects to AOE.  This works with Freeze, Slow-Down, Cursed, Pure Horror, and Pure Brilliance Rounds.
    • Changed Scrappy Slingshot Frame recipe and removed the infinite ammo slot.  Post Celestial Champion ingredients can be used to upgrade it to have the infinite ammo slot.
    • Other things that didn’t make it into this build:
      • Slingshot Handles rebalancing
      • Using Slingshot Field Kit while mounted
      • Woby stuff

 

Bug Fixes

  • Fixed items going to the world origin when trying to enter a full inventory as Wortox.
  • Fixed Wortox commenting too much about not having Souls when dropping Soul Jars.
  • Fixed a crash related to badge UI.
  • Fixed Knabsack's damage behaving oddly when recalculating its damage.
  • Fixed Endothermic Fires trying to show up on the minimap with an invalid icon.
  • Fixed Soul Decoys grabbing the attention of Shadow creatures and other creatures without Souls.
  • Fixed an error with the Shadow Sisterhood III buff.
  • Fixed Soul Jars closing sounds while in the inventory making too many clicks.
  • Fixed Knabsack from grabbing and picking up heavy objects.

 

Notes for Modders

  • SoulSpearTest has moved from wortox_soul_spawn prefab into wortox_soul_common utils as SoulDamageTest.
  • Some TUNING factors for skill trees were removed.
  • Not exactly new, but have fun with MakeCraftingMaterialRecycler.

 

View full update

 

I think it would be cool if Abigail could attack shadows with a specific skill or potion. I really don't know what specific skill would be suitable for this, since killing them with one hit from Lunar Abigail would be too strong.

  • Like 1
18 hours ago, Fitzee said:

In terms of making sense, it wouldn't be a skin for either, but I understand why you suggested those armors; other armors aren't as commonly used, especially the grass suit where it'd make the most sense skin-wise.

Floral Shirt skin would make more sense
In addition to some skill involving this forgotten item lul

  • Thanks 1
34 minutes ago, Fitzee said:

I make an effort to use a floral shirt as I train myself to not rely on backpacks so much, but yeah, that could use a skin.

I still have to give this item a try
It's hard to trade a yellow amulet or backpack for these clothes

40 minutes ago, Castiliano said:

Floral Shirt skin would make more sense
In addition to some skill involving this forgotten item lul

Actually that's so smart to make it a floral shirt skin. It's one of those rare body slot clothing items that aren't completely garbage, and the floral part makes sense!

Klei, can you please bring back the Floral Shroud armour, but instead of as armour, a clothing item that makes Bigspooks neutral to other players.

Right now, only Wendy can go to bigspooks during hound waves, if anyone else joins, the bigspooks will attack them on sight alongside the hounds.

  • Like 3
  • Sanity 1

Wortox tree is great. But I have a suggestion to make the neutral skills more desirable, make it so the locks on each side, that require 5 skills on whichever side, accept neutral skills to increase variety. For example, “take 5 nice or neutral skills” and “take 5 naughty or neutral skills”. It would help to encourage experimentation, like if you want the clone effect on the right when using a nice build, you don’t need the knabsack. If you take two neutrals, you wouldn’t need to take the knabsack + both of the skills from the soul pierce path. The same would apply for choices on a naughty build being able to take some skills on the nice side.

  • Like 1

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