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New Suggestions and Feedback on Wendy's Skill Tree Design


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Mourning Glory Series Skills

Skill I consumes too much Mourning Glory to revive butterflies. When deciding between spending time collecting Mourning Glory or using a Bug Net to catch butterflies, I tend to choose the Bug Net. I hope the skill can be adjusted so that one Mourning Glory is sufficient to revive a butterfly.

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This series of skills gives Mourning Glory more uses, but it may require me to carry more Mourning Glory with me. I would like to be able to store Mourning Glory in the Picnic Casket.

Bug: This skill has three levels, but the text for each level displays as if it's only level one.

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Ghastly Experience Skill

On one hand, the output of Forget-me-lots is not stable, and it feels a bit odd to clear a plot of land just to grow weeds for this item. On the other hand, the Sisturn can also speed up Abigail's level recovery (via the Blessed Sisturn I skill), making these two functions somewhat redundant. Perhaps the recipe and usage of Ghastly Experience could be optimized?

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Strong Brew Skill

The Strong Brew skill extends the duration of some Elixirs, but it cannot extend the most important Spectra-Cure All. I hope this part of the skill tree can be strengthened to improve Spectra-Cure All's effects (such as increasing the duration or accelerating the recovery speed), further enhancing the skill tree's utility.

Blessed Sisturn Skill

Blessed Sisturn III and IV increase Abigail's survivability, but the additional health acts more like a "shield" rather than truly increasing her health cap. In these situations, neither Spectra-Cure All nor Revenant Restorative can be used effectively. I hope this part of the skill tree can be adjusted to work better with these two potions, especially Spectra-Cure All.

Bug: Occasionally, when additional health is applied, Abigail's health display is incorrect.

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Lunar Sisterhood Skill

Currently, switching between Abigail's Normal and Lunar forms is quite complex. The interval between Full Moon and New Moon is long, and there are many tasks to do during both phases, making it difficult to switch Abigail's form in time. Additionally, during a Moon Storm, switching forms becomes even more troublesome, as there is no New Moon phase at that time.

I hope the form-switching mechanic for Abigail can be optimized. For example, allow switching from Lunar to Normal form at any time by using the Moon Dial in the caves, as the Moon Dial in the caves has no water. It would also be nice if items like Moon Tree Flowers could be used to switch Abigail into her Lunar form.

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Gravestones by Wendy Skill

On one hand, I wish this skill had more uses, such as being able to bury excavated graves, rather than just enabling the creation of more graves. There are already enough graves in the world.
On the other hand, I hope this skill would not be restricted to being built on Skeletons. It feels strange to have to purposely die multiple times just to create a few more graves for decoration.

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Vengeful Ghost Skill

I hope that, in addition to dealing damage for a limited time, this skill provides some "permanent" buffs to the ghost. For example, it could increase the ghost's movement speed, improve the success rate of Haunt, and reduce the ghost's effect on teammates' insane aura. Also, it would be excellent if this skill could interact with Grave Beautification's Bigspook.

 

 

 

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I like most ideas of your post, they are logically and reasonable.

Though I'm not a fans of the "Shield" from Blessed Sisturn III and IV. I personally think these two skill need to rework for a more reliable mechanic which enhance Abi's survive.

38 minutes ago, Yifei_ said:

Mourning Glory Series Skills

 

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Klei was about as subtle as a brick with that one.

Other than that, good suggestions, no notes. Gravestones 3 is lagging pretty far behind the other skills, so I hope that gives more for Graveyards, ideally an effect similar to the ice crystaliser.

As an aside could you post wendys inspect item gir her revival grave?

 

12 minutes ago, SSneaky said:

WORMWOOD EXISTS.

oh wait hardcore nonlife's play alone right.

I suspect "hardcore nolifes" arent the only ones to play dst in singleplayer.

3 minutes ago, Fitzee said:

"If only..." - Wendy

LET HER BE HAPPY  PLEASE KLEI. ALL I WANT IS HOPEEEEEE

(Joking aside I do wish theyd do something more interesting with Abi and the revival items than just saying no. It was fine in the early days of dst, but now it just feels stagnant.

13 minutes ago, SSneaky said:

WORMWOOD EXISTS.

oh wait hardcore nonlife's play alone right.

This gives me the impression that weeds are even more useful than some crops like pomegranates or watermelons (of course, they are still not as useful as potatoes or tomatoes). However, even with Wormwood, mass-producing weeds is still much more trouble than regular farming.

48 minutes ago, Steorra said:

Though I'm not a fans of the "Shield" from Blessed Sisturn III and IV. I personally think these two skill need to rework for a more reliable mechanic which enhance Abi's survive.

I share the same feeling. With the current skill tree, I’m reluctant to spend skill points on Blessed Sisturn III and IV.

1 hour ago, Yifei_ said:

Blessed Sisturn III and IV increase Abigail's survivability, but the additional health acts more like a "shield" rather than truly increasing her health cap. In these situations, neither Spectra-Cure All nor Revenant Restorative can be used effectively. I hope this part of the skill tree can be adjusted to work better with these two potions, especially Spectra-Cure All.

I see this as a good thing. The healing potions are already generally the best potions, so this gives the other potions a chance to shine

7 hours ago, aidankocherhans said:

so this gives the other potions a chance to shine

 

This makes sense. For instance, using Nightshade Nostrum on Abigail with 1200 health points seems to take both damage and survivability into account. Perhaps more practical testing is needed to verify this.

7 hours ago, SSneaky said:

Forget me lots are the most useful hands down

Compared to Nightshade Nostrum with Stinger, Revenant Restorative with Gland, and Spectral Cure-All with Telltale Heart, Ghastly Experience, which requires Forget Me Lots, might be on the higher side in terms of cost. The weed forget me lots always gives me a feeling of being "tasteless when eaten, but a pity when discarded."

15 minutes ago, SSneaky said:

With wormwood being able to just throw the random seeds into non farmland, they'll become quite numerous.

They are also extremely underrated as a filler.

Forget-me-lots only have about a 15% chance of growing when using regular seeds, and when they enter their final growth stage (which is quite easy), they will not provide any yield. Due to this characteristic, self-propagation of forget-me-lots is hardly profitable.
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Even during seasonal transitions, the number of forget-me-lots that grow is pitifully small.

When I'm farming, I basically only use regular seeds for the initial breeding, and after that, I use seeds specific to the crop. At this point, it's impossible to obtain any of forget-me-lots flowers.

Forget-me-lots have low yield, decay quickly, and are unstable, making them far inferior to honey, stone fruit, kelp fronds, and ice as fillers. In my opinion, even berries are better than forget-me-lots.
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Of course, you can use the Lord of the Fruit Flies to "help" you grow weeds. If the official version still uses forget-me-lots in the recipe, I would have to clear a piece of land, planting crops and summoning the Lord of the Fruit Flies on one side, and digging holes waiting for the Lord of the Fruit Flies to plant weeds on the other. This approach seems quite ridiculous to me.

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7 minutes ago, SSneaky said:

the spawning phase shouldn't be an issue as long as you harvest them before they enter it. while it locks you to roughly around your base if you're not in multiplayer, as long as one other player is around them to harvest them it shouldn't be an issue.

During the update of Beefalo Treats, I have tried planting Forget-Me-Lots. The spawning phase is an issue.

Whether in single-player or multiplayer, the investment in managing Forget-Me-Lots is not proportional to the returns.

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