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I'm glad that the production team recognized some of Wendy's pain points and tried to fix them. This post will reflect on the inconsistencies of the current skill tree (although it's likely that the skill tree this time is just an overshoot).


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First of all, although this rough increase in the value of the skill tree shows that the producers have actually recognized Wendy's shortcomings in some cases and tried to fix them, such a rough change will still cause panic for most Wendy players, and bring about the stereotype of Wendy players for other players - look what you asked for, You're just trying to turn Wendy into a numerical monster!

Secondly, we can find a rule by referring to the excellent Willow Woodie skill tree we made before.

The front, you can use one or two skills to spot bright, are more basic, increase interest, most will not be the most critical.

The most critical is often after lighting the first few interesting or numerically conservative skills, you can unlock the most critical ability or form, or the key of the key, so that the most powerful several abilities can not be all lit.

This is a way to balance and overall increase the fun of setting skills.

And now to Wendy's skill tree, based on the current skill distribution (I think there is a high probability of change, but this is all I can see at the moment, so if the maker can't reveal the direction of her change, I will have to analyze this terrible skill tree).

Looking at the skill tree, I look at the existing skill tree branches in a left-to-right, top-to-bottom order

The first is about Sisturn skills 4 points, the first is to reduce the speed of petal decay, in fact, although the strengthening point is more subtle, but more or less, is the number of skills in the pre-skill points.

The second is the ability to reduce the debuff received by the madness aura in the range by 25%, increasing the Sisturn recovery sanity from 25 to 40.A very subtle effect of the skill tree, if used as a powerful skill point in the front, is acceptable.

Next, the third and fourth skill points can make Abigail get 600 points of shield, in fact, even the real health, this is a very weak skill point, because Abigail itself needs the most is maneuverability, there is no need to waste a lot of time to fight monsters stack shields, fight big boss is better than direct use of instructions, these four skill points,

It's better if Abbie runs through the instructions. It works.

Instead, the designer tries to balance Wendy's audience like a moba game, giving new Wendy players who don't understand how to bring a rough work that looks effective, but actually has no design sense and wastes a lot of points.

I'm angry, not even plus Abigail in the light range. Or give Wendy a normal 3.34 sensible response.

Due to a large number of comments in the forum that Wendy is the OP, the design of the skill tree is absolutely wrong, and it is changed into a large number of useless designs that give powerful characters like competitive games (in fact, the strength of Wendy in the early stage has been paid off by the weakness of Wendy in the middle and later stages),

and the design of the real players who play Wendy will feel angry, if the power of Sisturn needs to be played, Fun and special battles should be thought about carefully, acquiring resource abilities, and that's not even weirder and worse.

  • (The advice of a group of armchair people who can only see the surface but not the core is a disaster)

The second skill set, a three-point skill set for finding more Mourning Glory, is equally permissive, teaching Wendy that players must crouch at home, wait for Abigail's shield to reach 1200, and then go outside to collect Mourning Glory? 

This is not funny, it is clear that there will be no shortage of Mourning Glory as long as more Mourning Glory is collected outside the home, and without improving the quality of potions as a whole and the appearance rate of less popular potions, only a small increase in potions production efficiency is enough for the current few common potions and new potions.

Instead of designing all the hard-won skill tree design into the potion, it's like when you can only consume water and bread, but you keep focusing on increasing wages, which is already too abundant, and correctly speaking, you should increase the number of goods.

And Wendy, who already needs to collect more armor and weapons, now has to spend a lot of time Mourning Glory, which sucks, and I hope the first two skill trees are a joke, not a funny one at all.

Wendy's third skill tree starts with a skill set for potions, which takes up four skill points, and as the first skill point, the picnic box is a great first pre-skill point for fun and convenience, even though it's a box that every character with extra items should have, containing their own stuff.

In the case of low use of cold potion, in fact, although there seems to be 8 storage space, but it can not really save 8 storage space, because many potions check no person!

The second skill allows Abigail to quickly reach level 3. I'm really miserable. Why do I get so entangled in these small areas? Other characters, for example, are born 1, develop and acquire resources over a period of time and can reach 2, but Wendy is filled with a lot of useless skills, from 0 to 1, many skills are not at all focused, I don't understand!

The third skill increases part of the potion to last twice as long, both increasing Mourning Glory's ability to gain and use efficiency. And it's increasing! Wages are enough, there are not enough goods at all, why are they still increasing?

The fourth skill point, you're a much-anticipated follow-on that needs to illuminate the first three and in turn adds Mourning Glory to use and mourning glory to gain efficiency. Enough!

Spirit of Revenge, pure fun, juggling skill points, if most of Wendy's skills are fun and make up for the shortcomings, I would agree that there are 4-5 that are not useful, just fun skills that like to light up, but I would say that the current 11 skills are troubling skills, and Tombstone will continue this confusing behavior.

Tombstone can be made into a small factory, and she doesn't cost much, depending on the situation, but with a built-in cd and a maximum of four little ghosts, I wonder if the makers completely use Wendy as a vase in a multiplayer game?

Why spend 3 skill points to build a factory?

This is a complete waste for Wendy, and if you want Wendy to change from a combat type role to a support role, those skills are contradictory, and the previous skills have very little benefit to combat.

After that, I came to the command skills in this skill tree, which I think is the only skill group that can significantly improve Wendy's operation experience. Among this skill group, cd is common, and most of the skills are not very effective. If summed up, I think only one skill, ordering Abigail to sprint, is worth retaining, while other skills are a waste.

Waste the obstacles Wendy could have gained in the skill tree update, they are common, and the effect is similar, if it is made into a sprint and a forward flapping detection field I think is a good skill design, back command, in the case of common skills, far less powerful than sprint.

The rest of the aoe was limited by obtaining the Moon Abigail with higher damage and the Shadow Abigail with stronger damage rate.

Obviously, the designer believed that aoe was a powerful ability, and it was still limited to make Wendy's skills stronger.

Then the Shadow Abigail had to spend a lot of time collecting and making potions.

Even if it is such a waste of time to collect and use the fighting bull to fight, although the dps is higher than Wolfgang, in actual combat, it takes a lot of time to collect, and Wolfgang can just be a person who can easily adjust the position after being beaten, while Wendy is hit and knocked down, the cow is pulled into hatred, and Abby dies.

With so many situations, so many things to take care of, it's impossible to do this kind of damage, and Wolfgang can get this kind of strength, and his work efficiency, without much preparation.

Just mechanically increasing the numbers, even limiting Wendy as an OP character, making changes to the skill tree as conservative as a MOBA game, I really hated all the skill points this time, I think this version of the skill is a complete mistake.

It should not exist, except to stack numbers, with no fun, contradictory, and no compensating shortcomings.

I wish Don't Starve Together could be better, but when my favorite characters are vilified by others, the skill tree is designed with backstory, which is numerically stacked in subtle ways.

I was very sad, after the news of the skill tree was announced, I have been looking forward to the reinforcement Wendy can get, and from a certain period of time, more and more difficult boss made my expectations more and more inflated, but this seems to give me a huge slap, suddenly woke up my dream.

I hope Wendy's skill tree is designed with a sense of design and doesn't have to overstack numbers.

I hope it's designed with good skill trees like Willow and Woodie.

I hope it's a joke because there's no way to quickly reset the skill tree in the short term, and not a nightmare that will actually become a reality.

 

Alas, if this is not a joke, but really intend to use the current skill tree for real machine and numerical transfer, I think I will directly from this forum silence, there is nothing to say.:wilson_cry::wilson_cry::wilson_cry:

Very Long Title
Additionally Long but Constructive speech

 

Just a random Joke, I couldn't resist making, while seeing this topic.
I got nothing else to add, have a nice day!

1 minute ago, Master_NiX said:

Very Long Title
Additionally Long but Constructive speech

 

Just a random Joke, I couldn't resist making, while seeing this topic.
I got nothing else to add, have a nice day!

And I'm already in pain:wilson_cry:

1 minute ago, YXukun said:

Bro this is too long

Because Wendy's skill tree is all so contradictory and limited and adjusted without any research, that's why I write this much. I'm sorry

The skill tree lacks a sense of design and the creators keep adding numbers to try and save it, which is the wrong approach. What it needs more is interesting and useful design.

Summary: All useful skill points are about Abigail. The only gameplay that can be played is 'Abi-gang'.


Hope to increase ways to use Mourning Glory, Changes in areas such as increasing utility of Graves and improving usability of the Team Spirit skills can support another direction for skill tree.

18 minutes ago, Evelaer said:

Your suggestion is not reasonable

Then point out which part is not reasonable and why. Simply jumping out saying "you are wrong!" won't make any good to anyone.

I'm still baffled people liked Willow's skill tree. It's not a skill tree it's a full rework and none of it is baseline. I like the ideas it added but the execution was awful imo.

Very constructive speech!

I do agree most of your opinions,however,I think level up potion and haunt command shouldn't be deleted.

Previously,if Abby dies in a boss fight,we just S&L,but with this potion,there's no need to do that such of thing.

Haunt can do a lot of things,but we don't use it in most cases previously.This is definitely fun,but I think shorter CD is better.

 

5 hours ago, Evelo said:

I'm still baffled people liked Willow's skill tree. It's not a skill tree it's a full rework and none of it is baseline. I like the ideas it added but the execution was awful imo.

So is winona's. That's why peoole like them, adding new stuff.

Another reason maybe that willow herself had too little issue to be developed, so they had to add a new one.

21 minutes ago, YXukun said:

So is winona's. That's why peoole like them, adding new stuff.

Another reason maybe that willow herself had too little issue to be developed, so they had to add a new one.

Yes, and when these new things have the premise of making up for the defects of the characters, the characters with the defects will be more hungry, their own characters can be made up for the defects

2 hours ago, YXukun said:

So is winona's. That's why peoole like them, adding new stuff.

I love Winona's middle talents. Not a fan of the top talents. But that's me personally. Percentage or just flat increase to stats for skill trees make me the happiest.

2 minutes ago, zzzzzzzzzzz said:

I really hope Klei can see this post.

I feel like they have to due to unusually long title :D
Or at very least will try to figure out how did they bypass the length limit

4分钟前,Master_NiX说:

我觉得他们必须因为标题异常长:D
或者至少会试着弄清楚他们是如何绕过长度限制的

But the content is really good.

8 hours ago, Evelo said:

I love Winona's middle talents. Not a fan of the top talents. But that's me personally. Percentage or just flat increase to stats for skill trees make me the happiest.

I think the Winona Skill Tree is a top skill tree design for herself, as a support type character, but because I'm not a big fan of things like gathering resources and defeating bosses with the help of in-game facilities or other neutral friendly creatures, I haven't played Winona, and I won't rate her.:wilson_love:

21 hours ago, Steorra said:

Sadly, The truth is your post is invalid before you know what is rational discussion.

Do you want to use such irrational language to negate my rationality,you so sadly

22 hours ago, YXukun said:

Then point out which part is not reasonable and why. Simply jumping out saying "you are wrong!" won't make any good to anyone.

I don't want to explain the roughness and rigidity of this article

I know it's impossible to fulfill all the player requirements for Wendy's skill tree. But with the last update, I felt like it was a lazy attempt, maybe even a mistake, because focusing on numerical elements instead of mechanical elements will reduce the incentive for players.
If you take the skill tree in other games (Ori) as a reference, the branches reflect the improvement of a certain trait of the character, such as utility, efficiency, combat, defense, etc. But in this branch scheme, the skills are sequential, which I personally find more satisfying because it starts with numerical improvements and ends with a new, mechanically useful skill.
However, there are other schemes where the skills are not strung together, but are individual or separate. This may sound boring, but it allows the player to choose the skills freely without limiting the prerequisites.
Either way, in both cases there are numerical and mechanical skills with a well thought out design that matches the character. Perhaps the second scheme is better suited to satisfy all Wendy players.

1 hour ago, MarcoReverie said:

I know it's impossible to fulfill all the player requirements for Wendy's skill tree. But with the last update, I felt like it was a lazy attempt, maybe even a mistake, because focusing on numerical elements instead of mechanical elements will reduce the incentive for players.
If you take the skill tree in other games (Ori) as a reference, the branches reflect the improvement of a certain trait of the character, such as utility, efficiency, combat, defense, etc. But in this branch scheme, the skills are sequential, which I personally find more satisfying because it starts with numerical improvements and ends with a new, mechanically useful skill.
However, there are other schemes where the skills are not strung together, but are individual or separate. This may sound boring, but it allows the player to choose the skills freely without limiting the prerequisites.
Either way, in both cases there are numerical and mechanical skills with a well thought out design that matches the character. Perhaps the second scheme is better suited to satisfy all Wendy players.

In fact, the producers seem to have completely treated Wendy as just another Wolfgang, simple and only compensating for the numbers, but in fact Wendy has too many congenital defects compared to Wolfgang, for the same seemingly simple character.

Wendy's later stage is not simple at all, it requires a lot of effort, and the skill tree does not make up for her most intuitive problem, it seems to be that Wendy players want a female Wolfgang, but the reality is that even if the rough reinforcement, it is not as good as Wolfgang, but in fact, many low-level players,

It seems to subconsciously take the scene interaction that only a small number of players can play as a fact, ignoring that Wolfgang anyone can play such an effect, but Wendy is difficult to play steadily.

I'm happy to continue to see people who care about Wendy, my friend, but the reality is that Wendy is in a very awkward position, and any player who does not know deeply will put a simple label on Wendy, thus ignoring her disadvantages and hesitating that human nature is that its own suffering is higher than the suffering of others, they will always subconsciously ignore Wendy's difficulties, for others, It's just a necessary sacrifice, regardless of Wendy's predicament

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