Kacpert25 Posted December 1, 2024 Share Posted December 1, 2024 Wendy Skill Tree: In my opinion, it seems so good that they can slowly finish its development. It would just be nice to add a few minor changes and fixes, and maybe some nerfs here and there (although it's not for me to judge). It would definitely be useful if Wendy could choose the type of gravestone she would build instead of the current situation, where when placing it, one of 4 possible variants is drawn. Another change in the matter of gravetones is that the "Final Resting Place?" it also allowed the removal of piles of earth that did not have gravestones. Whereas, "Gravestones By Wendy" could allow you to cover dug up gravestones and place items in them (maximum 2 buried items in one gravestone). As for perks related to affinity, it would be useful to give players more freedom in managing Abi's forms, as @liz. suggested in your post. Of course, the player couldn't have access to switching Abi's form non-stop, but it would be nice if it was a bit easier than it is now, where you have to wait about 10 days for Abi to change from ghestalt form to regular form and another 10 days to change to regular Abigail in ghestalt. With this option, players would certainly have more freedom to choose whether they want to use Abigail, which deals decent damage with an aoe attack, or Abigail, a sniper, dealing 10 times more damage, but slower. And for such very minor changes, it would be possible to add regular petals to the Picnic Castet crafting, since its graphics contain flowers. It would also be nice that, just as Winona has a d-pad in her skills interface, Wendy's skills interface could have Abigail's flower and each action would be located on one of the petals. Wortox Skill Tree: The skill tree is quite good, soul decoy and soul pierce turned out to be not as bad as I thought, and the changes in perks related to the panflute are very positive, but some aspects of it still require major changes. The most important thing is, of course, the knabsack. Please do something with it so that it won't be such a terrible weapon item. Let its maximum damage (which is 68) not require players to fill the slots with soul jars. Let the damage at level three be 60, and the maximum with soul jars be 78. Or change the knabsack concept altogether. For example, let the knabsack have 6 slots into which only resources could be inserted, and depending on the quality of the resources inserted, the knabsack would do a certain amount of damage. Next comes the issue of Inclinations and well. The new rewards for having them are good, but I feel that they could have some additional consequences, because the changes in sanitation from souls are a bit too little. Next is "Overflowing Greed". It would be possible to impose some limit on the possession of souls for soul jars, because keeping 85 souls in eq for having 13 soul jars is a bit of an overkill. Max limit of four soul jars, i.e. an additional 20 souls in eq would be ok. The last thing is a slight visual change. Namely, when Wortox has the "Shadow Harvester" perk, the color of his souls when teleporting is darker (probably to better emphasize being shadow alligned), so maybe the color of his souls when he has the "Lunar Swinder" perk would be brighter. Walter Skill Tree: The changes are great, and the effects of affinity rounds are very interesting, but bigger changes are needed here too. There will be a rebalance of the handles in the next patch, so I hope that their fire rate boost will be significantly increased, because currently it is pitifully low. And in addition to increasing the fire rate of the boost from handles, the basic fire rate of the slingshot could also be increased in general, because being twice as slow as a melee weapon is too much of a disadvantage for this weapon. The slingshot could be at least 1.5 times slower. There will also be changes to Woby in the next patch, so I hope that "Digging Training" will be slightly buffed. For example, Woby could mainly dig resources needed for Walter's ammunition (moon glass, scrap, marble, gunpowder, etc.), and after activating a given rift, she could dig resources related to it (i.e. brightshade husk, pure brilliance, dreadstone). As many people have already written on the forum, stinger rounds need a change, because there is no point in providing two identical projectiles in the skill tree, but one is a weaker version of the other. As I wrote earlier, the effects of affinity rounds are very interesting, but it's a pity that they don't have additional bonuses from wearing armor from rifts. For example, wearing brightshade helmet brightshade husk rounds would deal 75 damage instead of 68, and an opponent with pure brilliance would be hit by 6 points of planar damage instead of 5 when hit by something with planar damage. In turn, wearing a void cowl would add pure horror rounds 15 planar damage, which would increase with each blow dealt over time (i.e. 38, 12, 13, 14, 15 instead of 37, 10, 10, 10, 10). Since I have already touched on the issue of rift armor, I will raise another issue related to them. Namely, let Walter craft an equivalent of brightshade and void armor with the effect of his hat. As if this boy scout would have any relief in the endgame with his sanity problem. It wouldn't be that op, and it would definitely help Walter. Besides, if Wormwood has an endgame equivalent of his Bramble Husk, why can't Walter have something like that too? The latest proposals are not strictly related to Walter's skill tree, but they partly refer to it. Let's mine the thulecite with a pickaxe into thulecite fragments. This could work like a mining stone fruit into ripe stone fruit. Such a change would definitely be beneficial for Walter, who has his own thulecite ammo, the crafting of which requires thulecite fragments. If Walter's items can now be prototyped on special machines, maybe some character items can be prototyped as well? Instead of crafting them from the beginning, let them require special prototyping stations (e.g. mudslingers, jembelles, elixirs, etc.). Although it would not solve the problem of having strong items early thanks to the resources from Nightmare Werepig (*ahem, *ahem, dreaded mudslinger), but there would definitely be some consistency in the game towards other characters. Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/ Share on other sites More sharing options...
GamePlayer42 Posted December 1, 2024 Share Posted December 1, 2024 6 minutes ago, Kacpert25 said: Let's mine the thulecite with a pickaxe into thulecite fragments. This could work like a mining stone fruit into ripe stone fruit. Such a change would definitely be beneficial for Walter, who has his own thulecite ammo, the crafting of which requires thulecite fragments. Its an interesting idea but thulecite walls already exist for converting thulecite into fragments. Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/#findComment-1766429 Share on other sites More sharing options...
Kacpert25 Posted December 1, 2024 Author Share Posted December 1, 2024 11 minutes ago, GamePlayer42 said: Its an interesting idea but thulecite walls already exist for converting thulecite into fragments. Yes, it's true, they exist, but mining thulecite would certainly be less monotonous than building each wall separately and destroying it with a hammer. Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/#findComment-1766432 Share on other sites More sharing options...
Jazzuo Posted December 1, 2024 Share Posted December 1, 2024 25 minutes ago, Kacpert25 said: The most important thing is, of course, the knabsack. Please do something with it so that it won't be such a terrible weapon item. Let its maximum damage (which is 68) not require players to fill the slots with soul jars. Let the damage at level three be 60, and the maximum with soul jars be 78. Or change the knabsack concept altogether. For example, let the knabsack have 6 slots into which only resources could be inserted, and depending on the quality of the resources inserted, the knabsack would do a certain amount of damage. wdym is terrible?, like it's not, yeah i mean if you compare it with a dark sword against a treeguard is terrible, but against raid bosses uses less slots than a dark sword most of the time, the knabsack is not suppose to be a better weapon than idk, the alarming clock, or the elding spear, those weapons require a lot of resources that are difficult to get. this weapon is made to be an easy to get better than a dark sword weapon. Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/#findComment-1766437 Share on other sites More sharing options...
PunkShark Posted December 1, 2024 Share Posted December 1, 2024 The knapsack is a great weapon for most of the early/middle game, late game not so much but that's by design. Sure, you need to hold jars, but it's overall a plus when you get to hold more souls if you go all in within the branch. it's better than a darksword, 200 uses, no sanity problems, and it's cheaper than a darksword itself. Conceptually the whole idea is that you're a little hoarding gremlin which in return makes the knapsack stronger Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/#findComment-1766438 Share on other sites More sharing options...
Kacpert25 Posted December 1, 2024 Author Share Posted December 1, 2024 1 hour ago, Jazzuo said: wdym is terrible?, like it's not, yeah i mean if you compare it with a dark sword against a treeguard is terrible, but against raid bosses uses less slots than a dark sword most of the time, the knabsack is not suppose to be a better weapon than idk, the alarming clock, or the elding spear, those weapons require a lot of resources that are difficult to get. this weapon is made to be an easy to get better than a dark sword weapon. 1 hour ago, PunkShark said: The knapsack is a great weapon for most of the early/middle game, late game not so much but that's by design. Sure, you need to hold jars, but it's overall a plus when you get to hold more souls if you go all in within the branch. it's better than a darksword, 200 uses, no sanity problems, and it's cheaper than a darksword itself. Conceptually the whole idea is that you're a little hoarding gremlin which in return makes the knapsack stronger Maybe you're right. Calling knabsack terrible may have been an exaggeration on my part. But I don't know, it could be a little better than it is now. Link to comment https://forums.kleientertainment.com/forums/topic/161632-opinionsuggestions-on-the-current-condition-of-the-skill-trees/#findComment-1766492 Share on other sites More sharing options...
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