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54 minutes ago, Memetan said:

What's the debuff of pure brilliance ammo? Is it better that the slow Icky ammo?

Pure Brilliance gives a 7% increase to ALL sources of planar damage, meaning your friends get a boost when wailing on Misery Toad with their Void Reaper. Since the round is magic, when you charge shoot it with the Thulecite frame, the round becomes AoE, meaning all enemies will have the debuff.

  • Like 1
8 hours ago, V2C said:

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.

 

Hello~ Jason and V2C from Klei Entertainment,

 

I've had the opportunity to watch the replays of your live streams, and I appreciate your willingness to take player feedback into account when adjusting Wendy's skill tree. I noticed you're looking into what to add after the removal of the Shroud, and I have some ideas to share with you.

 

1732954081306.png.d806ffcca2a86176255001a2e42ceee0.png 

Here's my summary of the current skill tree characteristics, along with some personal thoughts.

 

I believe the skills marked in green boxes are quite well-developed. The Panacea system is a great addition, and the skills related to tombstones, including the use of specters, can be utilized effectively by some players.

 

For the skill group marked in orange boxes, I think there are areas that need fine-tuning. Firstly, regarding the Moon Abigail, I question whether it can maintain its damage bonus at lower attack speeds. Perhaps we could make the damage bonus duration slightly longer than her attack interval. As for the Shadow Abigail, I feel that the process of collecting and consuming small creatures to gain combat bonuses for Abigail can be a bit tedious in the early game. While the premise of preparing in the early game for combat bonuses is sound, could we optimize the way this preparation is done, or allow Abigail to obtain this buff from multiple sources with varying efficiencies?

 

The skill group marked in red boxes, in my opinion, still requires further adjustment, which is what I mainly want to share. I think the idea of adding a new skill group for Abigail is great, and if this skill group is practical enough, it could replace the removed Shroud and take up more skill points. From the initial testing and a few updates on the test server, there's been an issue with Abigail's skills: the only cost is the cooldown, which makes it difficult to balance. If the cooldown is too low, Abigail's strength might be overpowered, but if it's too high, her skills become impractical.

1732955821799.png.b4466423df2f954a32f0080c01a22f2b.png 

I believe that when balancing a skill in Don't Starve, we're actually balancing the skill's strength, resource consumption, and difficulty of operation. If a skill excels in one or two of these aspects, the others should be weaker. I think Willow's Ethereal Ember has a moderate acquisition difficulty, Moonfire's strength is high, but it requires player positioning and crowd control. Shadowfire offers more freedom but doesn't have the same burst as Moonfire. For example, Wolfgang gains damage and work bonuses at the cost of maintaining his strength and increased hunger rate. Wurt's combat strength requires a significant investment of resources. Wanda's health and damage multiplier correspond to the difficulty and intensity of operation. Returning to Abigail's skill group, I think adding a release cost to replace the skill CD would help with late-game design. Let's expand on this idea.

 

Let's assume this release cost is called "Psychic degree." The Psychic degree could be a dynamic value, similar to Wigfrid's musical value, ranging from 0 to 100, gradually decreasing outside of combat and when not newly acquired. Drawing from other skill trees, the acquisition methods could be: when Abigail is near Sisturn; when creatures die (from Shadow); when damage is dealt.

 

Next, the skill effects can be designed with multiple forms at different Psychic degree levels (which might be challenging to implement in code). For a basic charge, if it consumes 25% of the Psychic degree, it could deal more damage and cause area damage at the end of the charge if the Psychic degree is above 50% and 75%.

 

The second skill effect should enhance Abigail's survivability. A simple approach could be directly converting Psychic degree into a proportion of a shield (I've changed the shield provided by Sisturn to Psychic degree, which can be obtained in this way). We could also add skills that require player operation. For example, after skill release, Abigail could be immune to damage for a short time, and if at 50% or 75%, it could reward players for successfully predicting damage, restoring Psychic degree or Abigail's health.

 

The third skill, concerning Abigail causing fear in surrounding creatures, I believe this skill would be better applied as a status effect with a duration, such as underground Shadow Monkey or frog rain. When Abigail activates the skill, she quickly returns to Wendy and frightens surrounding creatures instead of actively chasing monsters, with Psychic degree decreasing at a faster rate. We could make fear a second or third-stage effect, with the basic effect increasing damage to monsters within a certain range (from Shadow) or reducing damage from monsters (similar to being scared and fleeing).

 

Opposite to fear is the taunt status (taken from Bernie). Previously, Abigail couldn't handle high damage from BOSSes, but I think this situation would improve with the help of the second skill. When taunt is activated, Abigail's behavior is more akin to an enrage state, keeping distance from Wendy and actively attacking monsters. The taunt effect could evolve from taunting the targeted enemy, taunting a certain range of enemies, to gaining damage reduction when taunting, based on the current stage of Psychic degree. The taunt's consumption shouldn't be as fast as fear, as Psychic degree is still needed to release other skills to prevent Abigail from sudden death.

 

I've played both single-player and multiplayer for about 2000 hours, focusing on Wendy and Wurt for a long time. I'd say both characters are not very difficult to operate, while the other two are the opposite. Wurt requires a lot of resource accumulation but can form high combat strength. Wendy is strong in the early game but struggles in the mid-to-late game. I think Wendy is a character that is easy to operate but not very strong, so for skill tree adjustments, we can focus more on increasing resource consumption and operation difficulty in exchange for character strength, adjusting the overall balance.

Thank you for taking the time to read this. The content here has been translated by AI, with the original Chinese text provided below. If there are any inaccuracies in the translation, I would appreciate it if you could point them out. I hope this information will be helpful in refining Wendy's skill tree.

 

original Chinese text:

 

Hello~科雷的设计师JasonV2C。我看了你们的直播回放,感谢你们愿意听取玩家们的意见来调整【Wendy】的技能树。我看到你们在研究删除了裹尸布后要补充的内容,我有一些想法可以分享给你们。

这是目前我总结的技能树的特性,附上一些个人的看法。

 1732954081306.png.d806ffcca2a86176255001a2e42ceee0.png

我认为标绿色方框的技能比较完善了,万能药是一个很好的系统,而有关墓碑的技能包括对鬼魂的使用是可以在一些玩家手中得到应用的。

标橙色框的技能组我认为有需要微调的地方,其一是月亮【Abigail】在较低攻速的情况下能不能保持增伤,此处可以使月亮【Abigail】的增伤时间略高于她的攻击间隔。暗影【Abigail】的情况在于我认为搜集并消耗小生物从而使得【Abigail】在战斗中获得增益中,前期搜集这点有一些。。无聊?前期准备换取战斗时增益没有问题,我们是不是能优化一下这个前期准备的方式,或者让【Abigail】从多个途径以不同效率获取这个【buff

标红色框的技能组我认为还需要进一步调整,也是我主要想分享的。我认为给【Abigail】增加一个技能组这个想法很好,并且这个技能组足够实用的话可以替代被删除的裹尸布从而占用更多的技能点。从测试服最初和几次更新中【Abigail】的技能有一个问题,这个技能的消耗只有冷却,这会使得【Abigail】的技能很难平衡,一旦冷却过低,【Abigail】的强度可能超标,但冷却过高【Abigail】的技能又显得不实用。

 1732955821799.png.b4466423df2f954a32f0080c01a22f2b.png

我认为对饥荒中的一项技能做平衡的时候,我们其实是在做技能强度、资源消耗与操作难度之间的平衡,一个技能如果在其中一项或两项中比较突出,那么剩下的则应当越弱。我认为【Willow】的【Ethereal Ember】的获取难度适中,月火的强度很高,但需要玩家走位和聚怪,暗火的自由度更高但爆发没有月火那么高。比如【Wolfgang】获取伤害和工作增益的代价是额外保持力量值并承担饥饿速率加快。Wurt的战斗力需求投入大量资源。【Wanda】的血量与伤害倍率是操作难度与强度的对应。回到【Abigail】的技能组,我认为给【Abigail】的技能组增加一项释放成本来代替技能CD会有助于后期的设计,我们从这一点展开。

先假定这个释放的成本为【Psychic degree。【Psychic degree可能是一个动态的值,类似于【Wigfrid】的音乐值0-100之间,在获取和战斗以外的时间逐渐下降。参考其他的技能树,获取方式可以来自:Abigail】待在【Sisturn】时;生物死亡时(来自暗影);造成伤害时。

接下来是技能效果,可以在不同的【Psychic degree的情况下设计多种技能形态(这里可能对代码实现的难度比较高)

冲锋,基础的冲锋如果消耗25%的【Psychic degree,可以在【Psychic degree高于50%75%的时候,消耗更多的【Psychic degree造成更高的伤害并且在冲锋结束时造成群体伤害。

第二个技能效果应该用于加强【Abigail】的生存能力,我们有几种办法,比较简单的是直接将【Psychic degree转化成一定比例的护盾(我将【Sisturn】提供的护盾改成【Psychic degree后,可以通过这种方式来获取护盾)我们也可以加入一些需要玩家操作的技能。例如,技能释放后【Abigail】在较短的时间内免疫伤害,如果50%75%,也可以奖励玩家在成功预判伤害时恢复【Psychic degree】,或者【Abigail】的血量。

然后第三个技能,关于【Abigail】造成恐惧周围生物,这个技能的应用我认为作为一个有持续时间的状态类技能应用场景会好很多,例如地底的影猴或者青蛙雨,当【Abigail】开启技能时,会快速回到【Wendy】身边并恐惧周围的生物而不是主动追怪,同时【Psychic degree会以一个较快的速度降低。我们可以让恐惧作为第二阶段或者第三阶段的效果,这个技能可能的基础效果是增加对一定范围内怪物的伤害(来自暗影),或是降低来自怪物的伤害(类似于被吓到逃走前先手抖)

恐惧相对的还有一个状态是嘲讽(取自【Bernie】),之前【Abigail】无法承担来自BOSS之类的高额伤害,我认为这个情况在第二个技能的帮助下会有好转,嘲讽开启后【Abigail】的行动模式更接近于激怒状态,与【Wendy】保持距离并主动攻击怪物,嘲讽的效果可以根据当前【Psychic degree的阶段,从只嘲讽攻击的目标,嘲讽一定范围的目标,在嘲讽时获得减伤逐渐演进。嘲讽的消耗不应当和恐惧一样快,因为此时还需要维持【Psychic degree】来释放其他技能防止【Abigail】突然死亡

 

我玩单机加联机大约2000个小时,玩的比较久的是【Wendy】和【沃特】,应该说这两个角色的操作难度都不高,而剩下的两项则刚好相反,【沃特】需要大量的资源积累但能形成高强度的战斗力,【Wendy】则在游戏初期强势而在中后期感到吃力,我认为【Wendy】是一个操作简单但并不强的角色,所以针对于技能树的调整,可以多侧重于增加资源消耗和操作难度从而换取角色强度,将整体调整到平衡的状态.

 

 

  • Like 3
10 hours ago, WenericMember said:

image.png.2552c757566b73a496f9ecd0e346c21b.png

WE'VE GOT THE SPLASH SCREEN :>

(Side note, I wish people could get these working on wallpaper Engine, these would make amazing animated backgrounds.)

why am i not surprised wendy being front and center? of course she is....and because of hud elemends of the botons being on the left, all of wortox your goin to see is his butt....good....just wonderfull....i dont know how i sould feel about that choice, i think klei sould consider hud elements when makin main menu art...so you can actualy see the importand parts of it

  • Haha 2
  • Shopcat 2
1 hour ago, Echsrick said:

why am i not surprised wendy being front and center? of course she is....and because of hud elemends of the botons being on the left, all of wortox your goin to see is his butt....good....just wonderfull....i dont know how i sould feel about that choice, i think klei sould consider hud elements when makin main menu art...so you can actualy see the importand parts of it

Let's not get too entitled here. I mean, you can still see his butt, the canonical source of Wortox's power.

  • Like 1
  • Haha 4
2 hours ago, Echsrick said:

because of hud elemends of the botons being on the left

This is not the full image but actually cropped. The buttons would be to the left and other stuff at the bottom. Klei considered hud elements, the image shows all unobstructed elements. Only trees and ground are obstructed.

Could you guys make it so that angry Abigail will attack the target dummies, it's impossible to test her damage accurately without it

And c_spawn"dummytarget" also doesn't work because the dummy doesn't even show any loss of HP

 

Klei writers deserve a raise.

image.png.13f1ba33babac00704c54b2cfe526257.png

  • Haha 7
51 minutes ago, gamehun20 said:

Pretty sure when i checked the menu i could see both parts of wortox perfectly fine

 

45 minutes ago, Dingle said:

Let's not get too entitled here. I mean, you can still see his butt, the canonical source of Wortox's power.

 

15 minutes ago, salty_cookie said:

This is not the full image but actually cropped. The buttons would be to the left and other stuff at the bottom. Klei considered hud elements, the image shows all unobstructed elements. Only trees and ground are obstructed.

well then thats ok then

  • Like 1
1 hour ago, Nikki Darks said:

Could you guys make it so that angry Abigail will attack the target dummies, it's impossible to test her damage accurately without it

And c_spawn"dummytarget" also doesn't work because the dummy doesn't even show any loss of HP

 

Klei writers deserve a raise.

image.png.13f1ba33babac00704c54b2cfe526257.png

I love the dark & morbid humor on this.

Some people will DEFIANTLY complain, but there’s some things that they need to keep in mind, DST is NOT a kids game… and I look at Wendy as being sort of like the Wednesday Addams of the group.. she’s just that sort of weird.

4 minutes ago, Mike23Ua said:

I love the dark & morbid humor on this.

Some people will DEFIANTLY complain, but there’s some things that they need to keep in mind, DST is NOT a kids game… and I look at Wendy as being sort of like the Wednesday Addams of the group.. she’s just that sort of weird.

Other survivors fearing for their life when they encounter life-threatening dangers...

Wendy: image.png.3aa831701d442ab713aa6a5ac5fdea12.png

  • Like 1
  • Health 1

It's crazy how far Wendy's skill tree has, and will come before the end of Beta.

Pretty much the only skills that won't be changed are Vengeful Spirit, The Pipspook Perks, and few blessed sisturn perks. I never would've expected changes to this degree, and it's wonderful to see.

  1. It currently takes about 10 minutes of leaving Abigail at a sisturn to get 600 temporary health which cannot be healed back. I am not sure how I feel about this when Burnie gets talents that just gives him a ton of hp.
  2. This is also unaffected by any elixirs.

Consider:

  • speeding up the rate at which Abigail generates hp or allowing elixirs to speed up the process
  • Treating the sisturn as extra levels of permanent hp that you must use the sisturn to regain if she dies.
  • Like 2

Wendy and gestalt abi should require a basic amount of engagement from Wendy besides just running around in circles. 

Everytime Wendy attacks Abigail attacks in Gestalt form, Wendy has to attack again for abi to get another attack. This easily ties abi's attacks to a cost of Wendy attacking (even if it's fists) and keeps Wendy players more engaged. 

Edited by HowlVoid
  • Like 3
  • Sanity 1
  • Big Ups 1
22 minutes ago, HowlVoid said:

Wendy and gestalt abi should require a basic amount of engagement from Wendy besides just running around in circles. 

Everytime Wendy attacks Abigail attacks in Gestalt form, Wendy has to attack again for abi to get another attack. This easily ties abi's attacks to a cost of Wendy attacking (even if it's fists) and keeps Wendy players more engaged. 

This is a interesting idea like a alternate version of the celestial crown.

  • Like 1
38 minutes ago, HowlVoid said:

Wendy and gestalt abi should require a basic amount of engagement from Wendy besides just running around in circles. 

Everytime Wendy attacks Abigail attacks in Gestalt form, Wendy has to attack again for abi to get another attack. This easily ties abi's attacks to a cost of Wendy attacking (even if it's fists) and keeps Wendy players more engaged. 

Somebody in the comments section of a video had an idea I quite liked, sort like an inverse vex.

image.png.24f0981160d4c4632d4477944c882396.png

So maybe something like: Wendy (and other players) would do more damage from Abigail's vex, and then Abigail would do her huge 400 damage with Wendy's vex.

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

Changes

  • Wortox

Hey guys, I feel like I'm asking a lot already, but Wortox has been my main for years and I'm really excited! The new changes are really WONDERFUL, but I would like to suggest one last thing: how about he have some kind of idol (to summon two or more Krampuses), something similar to what Woodie does with Tree Guards! This idol could have a rare ingredient from the late game, like Shroom Skin, after all it is at this moment of the game that Wortox is most lacking.

Edited by Castiliano
1 minute ago, Castiliano said:

Hey guys, I feel like I'm asking a lot already, but Wortox has been my main for years and I'm really excited! The new changes are really WONDERFUL, but I would like to suggest one last thing: how about he have some kind of idol (to summon something like two Krampuses), something similar to what Woodie does with Tree Guards!

killing glommer already does that

  • Like 1
4 minutes ago, gaymime said:

killing glommer already does that

You're right, but this only becomes effective with the lunar storm event active or with Wickerbottom spamming full moon, a character who already "has Krampus farm". I believe Wortox is perfectly aligned for this too!

Edited by Castiliano
Just now, Castiliano said:

You're right, but this only becomes effective with the lunar storm event active or with Wickerbottom spamming full moon, a character who already "has his own Krampus farm". I believe Wortox is perfectly aligned for this too!

fair, it is otherwise limited to once every 11 days

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