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(Dec 13) Final skill tree suggestions.


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With the most recent changes to Wendys tree, I agree its in a solid state. However, there are still a number of potential, albeit comparatively minor changes needed to let Wendys tree reach its full potential. 

The only necessary change in my opinion is to the perrenial altar. it presently lacks a differential factor from the already outclassed meat effigy. I propose that the max  health penalty is restored (to synergise with the flower crowns effects) in exchange for letting the items ve maintained upon revival.

Changes to the flower crown and team spirit have already been mentioned, but would suggest haunt rng buffs, removing ts1 animation, and the shielding potions giving wetness and cold protection while equipped.

shadow sisterhood 3 and blessed sisturn 3 may need to be toned back. Its a bit early to say, but keep an eye on them. 

Edit: Blessed sisturn needs some fine tuning. Shadow sisterhood is probably fine?

potions 4 is a fine skill, but has too much overlap with pipspook quest. Perhaps the skill could provide an alternate source of mg fornthose who dont enjoy the minigame.

Finally, gravestones could use a new third skill in the line. As a 2 stage line its solid, but the idea of Wendy creating a naturally protected area is so unique, and I would love to see it expanded upon.

Ultimately though, these are relatively unimportant changes. I appreciate what youve done with the tree, and wish you a happy holidays.

Alterations to the altar are reasonable. It's a good idea to have shield potions provide protection from cold or moisture, and as mentioned by the dev, quality of life increases.
I wonder what you think about grave 3? Not my idea, but if Wendy is allowed to teleport between tombstones and consume 50 SANs, is it too powerful?

Or, the grave 3's ability could be to add a cooldown/ghost damage boost to an area where there are more than three Tombstones......

10 minutes ago, Lee lol said:

Alterations to the altar are reasonable. It's a good idea to have shield potions provide protection from cold or moisture, and as mentioned by the dev, quality of life increases.
I wonder what you think about grave 3? Not my idea, but if Wendy is allowed to teleport between tombstones and consume 50 SANs, is it too powerful?

Or, the grave 3's ability could be to add a cooldown/ghost damage boost to an area where there are more than three Tombstones......

The original concept for the grave lines mentioned in the dev streams was to create a "safe space."

I think it would be cool if was like a mini ice crstaleyeser and gave small radius where you were protected from nightmares, regardless of sanity.

Making graves a mini tp would work, but id restrict it to decorated graves, so Wendy can cteaye waypoints. Otherwise it would infringe too much on wortox.

1 hour ago, WenericMember said:

The original concept for the grave lines mentioned in the dev streams was to create a "safe space."

I think it would be cool if was like a mini ice crstaleyeser and gave small radius where you were protected from nightmares, regardless of sanity.

Making graves a mini tp would work, but id restrict it to decorated graves, so Wendy can cteaye waypoints. Otherwise it would infringe too much on wortox.

wow wendy with tp

2 hours ago, WenericMember said:

but would suggest haunt rng buffs, removing ts1 animation

Escape is useful when you want to drop aggro from Abigail, but don't want to go through long animation of unsummoning and resummoning. Meaning you can use Abigail as decoy in shadow pieces fight, for example (let bishop aggro on her and then escape it's attack while not loosing tons of damage because of long animations). Another difference between "escape" and "attack at" is that escape command makes Abigail invulnerable for collateral damage, for example, to AoE of shadow bishop, ice projectile of crystal deerclops, butt attack AoE of armored bearger, etc., while "attack at" has much shorter window of invulnerability. All of mentioned attacks can hit entities even if corresponding bosses are not targeting player/Abigail specifically. 

I hope they don't remove it, as I use both commands, just in different situations. 

1 minute ago, Pig Princess said:

Escape is useful when you want to drop aggro from Abigail, but don't want to go through long animation of unsummoning and resummoning. Another difference between "escape" and "attack at" is that escape command makes Abigail invulnerable for collateral damage, for example, to AoE of shadow bishop, ice progectile of crystal deerclops, butt attack AoE of armored bearger, etc., while "attack at" has much shorter window of invulnerability. 

I hope they don't remove it, as I use both commands, just in different situations. 

Theres still a decent animation attatched to it. I want the animation removed not the skill.

15 minutes ago, Pig Princess said:

Escape is useful when you want to drop aggro from Abigail, but don't want to go through long animation of unsummoning and resummoning. Meaning you can use Abigail as decoy in shadow pieces fight, for example (let bishop aggro on her and then escape it's attack while not loosing tons of damage because of long animations). Another difference between "escape" and "attack at" is that escape command makes Abigail invulnerable for collateral damage, for example, to AoE of shadow bishop, ice progectile of crystal deerclops, butt attack AoE of armored bearger, etc., while "attack at" has much shorter window of invulnerability. All of mentioned attacks can hit entities even if corresponding bosses are not targeting player/Abigail specifically. 

I hope they don't remove it, as I use both commands, just in different situations. 

Really nice to see someone else also use escape. I saw that it receive a lot of flake here on the forums:wilson_love:

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