Swiyss Posted December 29, 2024 Share Posted December 29, 2024 I'm not sure if this was posted as a topic already, but I wanted to share my take on Wes; and listen to what some of yall think about him. Leaning more towards his future -or not- skill tree. If he gets one, he could only get 2 possibilities, or both; to get weaker, or to get stronger. And of course the 2 sides, shadow (charlie) and lunar (Wagstaff). To say we know exactly what Klei wants for him is to be naive. But we can definitely get a clue on what Klei thinks about him. Go to *** paragraph to skip the introduction. Introduction. Wes used to be unlockable through adventure mode in a secluded area of the map, only to be a "worse" wilson, with less stats and a higher hunger drain. His first design was most definitely of a challenge character, made for those who wanted a "hardmode". He was changed with his rework into something else in DST, and got a bunch of little specific useful things going on for him; as cost of a heavy nerf to his stats. We got a temporary speed buff at the cost of sanity (it benefits fights if you don't get hit, being basically a better walking cane. This is an example of rewarding good players who took the challenge), a party sanity boost, a quick rain and thunder protection, a boat wrecking save kit and some balloons. Another thing we know about him is that he benefits the player who is knowledgeable about the game and punish the ones who are not. He won't tell you when raids or bosses are coming unless you're standing still, so the player has to know what each sound represents. He also can't talk to plants, so the player must know different strategies to obtain giant crops. He also has a pretty cool mechanic of getting more uses out of weapons and tools. This doesn't seem like much for an axe for example, as he only gets 1 more use out of it at the cost of taking way longer to cut trees. But for dark swords, he gets a lot more uses than normal; every mob with 100 hp takes 2 hits with 1x dmg, and also 2 hits with 0.75x dmg, same for Hounds, taking 3 hits to die. Wes basically gets +1.33 more uses of a dark sword every time he kills any of those mobs. And that also works for the Brightshade sword against mobs with 100 hp, 250 hp and also with 10000 hp. For me, the addition of the rain balloon hat OR the balloon ocean coat are things that are only going to benefit someone who accidentally forgot to bring repair kits to their boat trips, or forgot to craft an eyebrella in spring (it can possibly benefit multiplayer interaction where people are most likely to give the deerclops eyeballs to a wx rather than the Wes player, whom is probably getting it last, but still very niche). Some explaining and Examples. ***We have a small inconsistency here, where a side of his rework benefits the great knowledgeable and mechanical player, and the other side offers free tickets to some of his disadvantages (getting struck by lighting more often) and the player mistakes (forgetting boat repair kits, not being able to manage sanity, not knowing how to distract hounds and mobs) Because of this, we have no idea if he's actually going to get a bunch of skills to reduce his downsides or a bunch of skills to buff his secret upsides. Now goes my opinion; As a Wes player myself, someone who has played him in publics (and got kicked out on day 1 at least thrice) and rushed all bosses with him, I can definitely say that I would much prefer skills that focused on adding even more disadvantages, but with those little secret upsides alongside him. I view Wes as the Joker Card; that one card where the player himself has to be smart to use it, and it's useless in the hands of a fool. He's like a shadow decoy, a shadow master of deceiving, or a lunar crazy balloonmancier that learned how to bend balloons in an interesting way through lunar energy. As for examples of that, here are some quick things that went over my head as I played a Wes only world lately (these suggestions are purely for the development of thought and of the game, any dev can take any inspiration, my intention is for these ideas to be used without any credit): *Now, addressing the inevitable planar mechanic sounds very exciting to me; I'm not a math genius in any way, but I can see a lot of soft spaces where Wes can improve his fighting skills without it being a simple buff and removing his downsides nor benefitting any lack of skill. Planar mechanics are very specific for late game content and doesn't interfere with the early game, but that could be different for Wes. Something very special that I think would make wes extremely unique is to make 100% of the damage that he does to be true damage based on the side that he chose. *I believe that wes needs these 2 sides in his skill tree, his balloonomancy side and his pantomime side, tying both to either shadows or lunar. It would make sense to me (my opinion) for Wes to have his pantomimes linked to Charlie, and the balloonomancy tied to Wagstaff. Choosing any side would add 100% true damage with all weapons, but it would negate -100% of all planar from any tool or weapon of the opposite side. Wes would now deal 0.65x damage {could be 0.70 too if 0.65 sounds like too much. The 2 skills that does apply it would be the last ones, and they would put Wes on either side. Basically, Wes gets stripped off planar damage in it's entirely; he can still be protected normally like wilson with every planar armour, but he won't use planar damage on any weapon. Instead, a new modifier would be placed, merging both physical and planar damages together, making it all go out as true damage) *shadow or lunar Wes with a dark sword would now deal 44.2 damage to all creatures instead, that includes spiders who hide, snurtles and all enemies with damage reduction or planar defense would receive 100% of wes true damage. Wes with a Brightshade sword would deal 54.912 damage against shadow creatures while equipping a Brightshade Helm. A shadow Wes with a Shadow Reaper and a Helm would deal max 63.492 true damage. Wes would be significantly weaker against regular creatures and would not be able to use the other sides planar damages, but he would have a niche mechanic against toadstool, snurtles and slurtles, scrappy werepig, cave spiders etc.. {all numbers here could change, but it would be for more, since he's already doing 5 hits to kill a spider early game with a spear, but it's true dmg so I think that's balanced. _Rubber Leash (Shadow or Lunar) A skill where the speedy balloon can be tied into a beefalo's horn if wes is riding a beef and holding a speedy balloon. If the beefalo is hit, wes drops from the beefalo. The speedy balloon will stay as long as it has durability. The added balloon gets some pretty cool effects; the beefalo will never buckle (drop) the player regularly as the taming process goes, as it is tied to when the balloon itself pops, when his hunger hits 0, he will stop giving his taming points, but won't drop Wes (This idea stems from the fact that sometimes it is very frustrating to be running away from something on a beef, only to be buckled down in the middle of a chase because of the taming process. This sound very op, but if he takes a hit, he drops, and if the balloon hits 0% on wes hands, he also drops, making the player manage the crafting of balloons. Not only it is balanced, but very niche, such as moving pieces on a non tamed beefalo, or even taming him faster, but at the cost of constantly having a speedy balloon in hand [sanity]. Not only this will help Wes a little bit in competing against Wolfgang and Wortox on speedruns, but it would also benefit that player who knows beefalo's mechanics). ++2 other lesser skills that can possibly be tied to this branch would be; first, a skill that makes beefalos deal 0.75x dmg, but saddles won't leave, and beef won't lose taming as the invisible man is riding the beef (invisible [Mimicrafted] decoy on top of the beefalo to trick him that there's someone in there [little man painted with dots to represent someone]) on top of him unless the player uses a saddle remover or decides to mount the beefalo; the invisible man will tame the beefalo for you, but not feed it (after tying an invisible little man into a beef, he takes the pact, and will do less damage at the cost of being susceptible to mimicmancy permanently). The beefalo would never remove the saddle nor lose taming, making salt licks not necessary at the cost of less damage; second, a skill that makes wes put invisible googles on the beefalo making him think he's seeing other beefalos. That would then make him not attack anyone in heat as long as wes put the dot-dot-dot or line-line-line invisible glasses on him or until the beefalo gets tamed. A beefalo with invisible glasses will run 10% slower due to the problems of having to use glasses lol. The invisible glasses and invisible man could possibly cost nightmare fuel, pile of balloons and sanity to fabricate, and be a part of the "invisible" (shadow) side of his skill tree. Like Charlie Taught him how to use the characteristics of invisibility (decoy). The glasses thing could also be totally a Wagstaff thing {all numbers can be changed, although this might be balanced here. _A Mimic's Carousel (Neutral) A small skill that makes party balloons make sounds when popped that tend plants and puts enemies to sleep in a 1 tile area for 3 seconds, but makes a super annoying 10 second balloon song {all numbers can be changed. _Energy Balloons (Lunar)(Lunar energy contained inside rubber)A far into the tree skill that makes enlightened crown gestalts use balloons from the pile instead of sanity. Each gestalt would drain 1 hp from Wes instead of sanity, and the gestalts would make a soft pop on each hit. Sounds pretty interesting for those who don't get hit or prepared a lot of healing food {all numbers can be changed. _Delicate Hands (Neutral) A skill that let Wes craft varieties of tools alongside the pile of balloons containing a small rubber upgrade, they all have basically: {all numbers can be changed. Level 1_ +1.05x(5%) more uses than normal. Level 2_ +1.15(15%) more uses than normal. _Master of Panto-performancy (Shadow)This one's pretty funny, but I think it would fit him so well. Wes can put an invisible iridescent gem on the archives that would stay there for only 8 minutes (1 day). I was first thinking of a fake invisible pantomimed key for the krampus sack that would call 2 krampii instead, an invisible pantomimed staff for the moon stone that would do the event but not give anything back, or an invisible pantomimed key for the atrium that would show a shadow hand taking it off and forcing an earthquake that dropped 2 ancient fossils, but I guess these are too unbalanced and hard to implement but maybe there're some better pantomimed things to do {all numbers can be changed. _Mime me not (Shadow)A cool little skill that makes Wes not get tricked by mimics, being able to tell which item is fake. _Rubbery Balloon (Neutral)Wes learns to make his pile of balloons more resistant by adding wax to it, producing Hardy balloons. But when these balloons pop near the player, it will make them groggy, and the balloon damage is increased to 20 for players and creatures: {all numbers can be changed. Level 1.Speedy balloons take longer to deflate. Level 2.Normal balloons scare creatures when popped Level 3.Pick cacti without taking damage. _Chirping Birds (Neutral) Wes can attach a party balloon to a bird cage, making crows caw (-10 sanity per minute), red and blue birds chirp (+15 sanity per minute), canaries sing (+25 sanity per minute) and zombified birds to caw and rattle (-35 sanity per minute). Everything given to a bird with a party balloon attached will reward with a 10%/50% to give a feather/rot (red, blue, crow and canary/zombified birds) and another on top of it 25%/75% chance to give another egg/ashes (red, blue, crow and canary/zombified birds) respectfully. If the bird gets spoiled inside the cage, he pops the balloon and escapes all by himself {all numbers can be changed. If you got any idea of how Wes skill tree should be like or how it should be structured, I would like to know. And if you don't like my suggestions or you feel like I drove away too much from his idea of a character let me know why. For me he's that Joker type but with the Fool essence. I also totally forgot about the fact that he's extremely unlucky an didn't think about any skills related to that. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/ Share on other sites More sharing options...
Jakepeng99 Posted December 29, 2024 Share Posted December 29, 2024 2 hours ago, Swiyss said: _Chirping Birds (Neutral) Wes can attach a party balloon to a bird cage, making crows caw (-10 sanity per minute), red and blue birds chirp (+15 sanity per minute), canaries sing (+25 sanity per minute) and zombified birds to caw and rattle (-35 sanity per minute). Everything given to a bird with a party balloon attached will reward with a 10%/50% to give a feather/rot (red, blue, crow and canary/zombified birds) and another on top of it 25%/75% chance to give another egg/ashes (red, blue, crow and canary/zombified birds) respectfully. If the bird gets spoiled inside the cage, he pops the balloon and escapes all by himself {all numbers can be changed. Things like this would be too random and overbloat the character. 2 hours ago, Swiyss said: Level 1.Speedy balloons take longer to deflate. Level 2.Normal balloons scare creatures when popped Level 3.Pick cacti without taking damage. These are good. His perks should come with downsides, like stuff having a random chance to fall from trees on him, but its free stuff. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782838 Share on other sites More sharing options...
Swiyss Posted December 29, 2024 Author Share Posted December 29, 2024 Some people in others posts talked about lifting heavy objects with balloons -although I think beefalos are fine for that- and wes being able to hop up to 1 and a half tile of range of river between lands -which I think it's pretty cool as we already got part of the jumping done from frog webber and it would fit a lot with the exploration vibe he's got going on with the speedy balloon + map markers. He would jump and momentarily float with the speedy balloon until he reaches the other side, sounds pretty cartoonish. I don't know, my true damage with low numbers idea is kinda great cause it actually makes it harder, but some other ideas I suggested here are too good to be on wes or are too weirdly niche to feel like something actually unique and fun for wes players. I think that the real problem with wes is the under usage of balloons as either distractions or damage. Another thing that really should be explored is his ability to create invisible walls and stuff. Maybe if Charlie makes his dreams come true so he can materialize his mind out, then that would be cool. Another cool thing I can take out of my post is the ability to control lunar static with his rubber balloons, idk, it's so silly that it kinda fits him. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782843 Share on other sites More sharing options...
Swiyss Posted December 29, 2024 Author Share Posted December 29, 2024 Another suggestion I have for wes damage in the planar form is to simply make a brightshade sword deal 68 FULL planar damage on him as well as every other weapon that has planar in it. This would make Wes the weakest and the most fragile against every simple mob early game, but it would make him a bit stronger against armored beasts later. With this example, Wes would be doing 68 + 10%(6.8) = 74.8 x 0.75 = 56.1, which is not that much damage anyways. And even if 100% of that is planar, it wouldn't even be worth still. But the thing is, do we buff him or not? Do we make him more situational but more interesting or not? this second suggestion here would imply he would ONLY do the true damage later after opening rifts and obtaining a rift content weapon, locking things behind rift. My first suggestion would make wes take 5 hits to kill a spider with a spear, but he would have true damage earlier. I think most of these number changes would mess up his weapon durability. if we simply add 10% damage to him against shadows (for example) without taking in consideration his weapon durability, then a brightshade sword on him would only see a durability effect buff after 9 hits, it would be kinda useless on him. The question actually is; Are you down to do 5 hits on 100 hp mobs and 8 hits on 150 hp mobs so you can do pierce full true damage against toad and some armored mobs (considering his tool efficiency is also going to match his new multiplier) or: do regular Wes damage but only get the true damage after opening rifts. or do regular 0.75 wes damage but all of it is true damage since day 1. I think the third option is better. but then it would only be a buff, not a nerf. nor a challenge Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782847 Share on other sites More sharing options...
gaymime Posted December 29, 2024 Share Posted December 29, 2024 thankyou for not using this as an opportunity to suggest something like maxing him at 1hp or having a 100% chance of being lighting-struck every time it rains or taking quadruple damage from mobs or anything like that. i fully expected this to be full of cruel things and am relived it is sincere instead. i do like the idea of normal balloons deagro-ing non-boss mobs very briefly when they pop the balloon song one could be perceived as a griefing tool if anyone other than the person deploying it could hear it and might be a bit too overpowered if it had the effect of a single panflute toot since you could use it to trigger bearger yawns, pacify dfly, and otherwise disrupt boss effects. as for an idea i would like? letting him do a pantomime of throwing out a line and "snagging" items within 1 tile of the shore to retrieve them would be absolutely brilliant as well as a cartoon classic Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782862 Share on other sites More sharing options...
Swiyss Posted December 29, 2024 Author Share Posted December 29, 2024 6 hours ago, gaymime said: the balloon song one could be perceived as a griefing tool if anyone other than the person deploying it could hear it and might be a bit too overpowered if it had the effect of a single panflute toot since you could use it to trigger bearger yawns, pacify dfly, and otherwise disrupt boss effects. Yeah I haven`t thought about the griefing side of this skill. I think that panflutes can be used to grief that same way as well, but they are way more expensive. A sleeping balloon would actually be kinda of Not new and Not interesting. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782904 Share on other sites More sharing options...
Swiyss Posted December 29, 2024 Author Share Posted December 29, 2024 6 hours ago, gaymime said: as for an idea i would like? letting him do a pantomime of throwing out a line and "snagging" items within 1 tile of the shore to retrieve them would be absolutely brilliant as well as a cartoon classic I legit think they should add this in a skill that adds like 3 or 4 more things similar to this one. Here's some more skills: _Throws a big energized balloon in the air that would trigger rain, but 3 lightings would strike him. _The ability to teleport to a new area just like wortox but with a bunch of balloons. He would then fall from the sky at that place and take some fall damage, like 30 damage. _Wes can use a pantomimed oldschool telephone to hear when the next hound/depthworm raid or boss will spawn, and different sounds would play according to how long it will take. *15 days or more, 10 days, 5 days and less than 2.5 days. If a hound comes first than deerclops for example, it would display Hound (4.72 days to wave = 5day sound is played). There's also the possibility to add a counterskill to every single upgrade skill. Like basically every skill has another one tied to it that would add a counter. Like: _Wes gets brainfreezed from eating ice or other cold foods, making him freeze in place, then leave the freezing groggy. _If Wes eats 35 points of hunger higher than his 75 threshold, he does a 3 second choke animation in place that can't be stopped. _Seeds planted by Wes will have an 80% chance of being a weed. Some might like his skill tree to be something more like downsides for him, but upsides for others, and I think that would also work pretty well. As I said before, we definitely need Shadow x Lunar. But I also believe we can implement Balloons x Pantomimes. The question is if his skills are going to be towards making himself stronger (like the speedy balloon does) or making everyone around him feel at home. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782910 Share on other sites More sharing options...
gaymime Posted December 30, 2024 Share Posted December 30, 2024 2 hours ago, Swiyss said: _Throws a big energized balloon in the air that would trigger rain, but 3 lightings would strike him. uuuuh, so 30-60 damage to wes to use it that can only be countered with a lightning rod or a raincoat or partially with his balloon hat(25-45 damage instead) which means he cannot use it unless he is near full health and can be used to disrupt/break summer oasis as well as drop the sanity of any unskilled players and catch structures on fire and increase the chance of a spring frog rain and aggroing goats.....this seems like it would be really awful in pubs especially ones that don't have lightning rods Quote _If Wes eats 35 points of hunger higher than his 75 threshold, he does a 3 second choke animation in place that can't be stopped. what would possibly be the upside to that? because right now it just means he is mostly limited to fire-roasted foods and super rubbish recipes since most of the stuff you can get foraging(fistful of jam, ratatouille, kebabs, breakfast skillet, bunny stew etc) has a minimum of 37.5 hunger and sanity foods are only consumable when he is already hungry/starving in fact if i am remembering correctly trailmix is the ONLY food you can get from forage-only crockpot recipe that wouldn't cause the choke animation when wes is full. i am not saying it would be impossible to survive as wes with this restriction but it seems kind of rubbish that the only reasonable option is to avoid whatever perk comes with this downside or else you are not going to be able to fight bosses with the benefit of healing foods(basically diet wormwood). this kind of suggestion is more in line with what i would expect from a non-wes trying to be cruel to wes-players. i cannot imagine what would be good enough to be worth taking away crockpot foods as a viable option to heal(and this is coming from a guy who regularly uses sleep to heal). it also means if your sanity is tanked you are encouraged to just stay insane and being stuck fighting shadows + whatever made you insane instead of risking immobility and getting killed by shadows + whatever made you insane by eating. you are also openly discouraged from interacting with tallbirds and koalaphants because there is no time where their unique recipes are viable since, if i am remembering correctly both are 150 hunger and could only be eaten in isolation where it is safe to idle for several seconds as an example if you are still in the first autumn and have explored caves and have a flourishing garden and have 75 hunger you are locked out of all crockpot foods EXCEPT trailmix, asparagus soup and unagi. everything else requires a seasonal food you don't have access to and/or beating a boss. none of those crockpot items offer more than 5 sanity either so they are only for healing unless you wanna spam a large stack. there are 0 sanity foods(that i can think of) that are lower than the threshhold and can be gotten without access to ice so you are stuck with cooked green/bluecaps and cooked cactus for safe consumption. you would be, as a wes player, be heavily encouraged to avoid crockpot foods pretty much all of the time if you didn't want to stay in a state of perpetual hunger or else rush bq and fill bundling wraps with some of the most underused foods the crockpot has to offer after going well out of your way to get the required speciality forages most of them require to make. on top of all this i can't imagine any bonus that would help other players that would offset all the extra labour or alternatively all the wasteful use of resources that come with such a downside Quote _Seeds planted by Wes will have an 80% chance of being a weed. that is 100% just trolling. it trolls the player and it lets the player troll any pub with a garden by wasting seeds, wasting garden space, wasting hoes, and hurting players with bindweed and fireweed(nettle weed? i forget the name, the one that spikes your temp). that would just open him up to being the new willow :/ i already have to ask if i can pick my character every single time i join a world with even one other player so i don't get kicked or verbally abused. having it be justifiable harassment from strangers because i picked a "troll character" would be too much. no thanks. that is gross. i think i am just going to not come back to this thread. it took very little time for things to get weird and uncomfortable. i adore wes, he is my favourite char and i don't want to have to do even more work just to be allowed to play him in public like he is a shameful secret Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1782929 Share on other sites More sharing options...
Swiyss Posted December 30, 2024 Author Share Posted December 30, 2024 15 hours ago, gaymime said: uuuuh, so 30-60 damage to wes to use it that can only be countered with a lightning rod or a raincoat or partially with his balloon hat(25-45 damage instead) which means he cannot use it unless he is near full health and can be used to disrupt/break summer oasis as well as drop the sanity of any unskilled players and catch structures on fire and increase the chance of a spring frog rain and aggroing goats.....this seems like it would be really awful in pubs especially ones that don't have lightning rods I think that if you`re playing in a public server space, you have to understand that if I wanna burn the whole place down, I can do it with Wilson and a torch. There`s no way that I`m going to not put any lighting/rain feature on a character just because of this reeeeally specific thing that definitely will be the least of problems when it comes to balancing it out. Because if we take your word for all the other features they've been adding to the game, then wurt and webber would be the most disruptive survivors in a server until this day. You have to understand that if someone wants to grief, they'll do it no matter what, unless the devs turn the game into a massive censored game, where you can't even touch a chest that other people made which is not the design intended for the game. I think that 1 lighting is fine too, it was just an idea. 15 hours ago, gaymime said: what would possibly be the upside to that? because right now it just means he is mostly limited to fire-roasted foods and super rubbish recipes since most of the stuff you can get foraging(fistful of jam, ratatouille, kebabs, breakfast skillet, bunny stew etc) has a minimum of 37.5 hunger and sanity foods are only consumable when he is already hungry/starving in fact if i am remembering correctly trailmix is the ONLY food you can get from forage-only crockpot recipe that wouldn't cause the choke animation when wes is full. i am not saying it would be impossible to survive as wes with this restriction but it seems kind of rubbish that the only reasonable option is to avoid whatever perk comes with this downside or else you are not going to be able to fight bosses with the benefit of healing foods(basically diet wormwood). this kind of suggestion is more in line with what i would expect from a non-wes trying to be cruel to wes-players. i cannot imagine what would be good enough to be worth taking away crockpot foods as a viable option to heal(and this is coming from a guy who regularly uses sleep to heal). it also means if your sanity is tanked you are encouraged to just stay insane and being stuck fighting shadows + whatever made you insane instead of risking immobility and getting killed by shadows + whatever made you insane by eating. you are also openly discouraged from interacting with tallbirds and koalaphants because there is no time where their unique recipes are viable since, if i am remembering correctly both are 150 hunger and could only be eaten in isolation where it is safe to idle for several seconds Again, like, It's just an idea. I wouldn't mind it, I would actually think that it would make bossfights better, since it kinda makes me want to search for other ways to heal myself if I'm at full hunger, which is similar to adding the restriction of wanda and wormwood of not gaining health with foods, but with a funny twist. Sure you can still eat healing foods outside of combat, but the intention actually is to make combat a bit more thoughtfull. And I think that my idea is great, not only because it fits him, but also because gulping a lot of food like that while fighting most likely will make you choke which is funny and very cartoonish/mimeish. 15 hours ago, gaymime said: that is 100% just trolling. it trolls the player and it lets the player troll any pub with a garden by wasting seeds, wasting garden space, wasting hoes, and hurting players with bindweed and fireweed(nettle weed? i forget the name, the one that spikes your temp). that would just open him up to being the new willow :/ i already have to ask if i can pick my character every single time i join a world with even one other player so i don't get kicked or verbally abused. having it be justifiable harassment from strangers because i picked a "troll character" would be too much. no thanks. that is gross. This is DEFINITELY not a troll nor a bad thing, it just means that if you level up that specific skill, you would now have a reeeeally high chance of getting forget-me-lots which is something I've been wanting to make farms for in the game for a while now. I would 100% consider taking Wes and learning that skill JUST to make a forget-me-lots farm in my big worlds. And also, if you're playing solo and you plan to farm, you can just wait until you can change skills in the portal or not learn the skill, farm, and then learn it when you're done getting all fruits and vegetables. It's not the end of the game just because of one little downside, It's actually pretty fun if you use it correctly imo. It would also mean more healing from tillweeds. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1783015 Share on other sites More sharing options...
GimplyGoose Posted December 30, 2024 Share Posted December 30, 2024 Maybe Wes could get two skill branches. One branch with all negative perks and one branch with all positive perks. The twist is that you need to have at least as many negative perks as positive perks. Nothing would stop you from investing all your points into the negative perk branch if you want the challenge. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1783039 Share on other sites More sharing options...
Picklesaurus Posted January 3, 2025 Share Posted January 3, 2025 On 12/29/2024 at 10:49 AM, gaymime said: as for an idea i would like? letting him do a pantomime of throwing out a line and "snagging" items within 1 tile of the shore to retrieve them would be absolutely brilliant as well as a cartoon classic On 12/29/2024 at 6:06 PM, Swiyss said: _Wes can use a pantomimed oldschool telephone to hear when the next hound/depthworm raid or boss will spawn, and different sounds would play according to how long it will take. *15 days or more, 10 days, 5 days and less than 2.5 days. If a hound comes first than deerclops for example, it would display Hound (4.72 days to wave = 5day sound is played). I like those two ideas, I will be stealing and adapting them if I make a Skill tree suggestion for Wes. Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1783742 Share on other sites More sharing options...
AriaMain Posted January 8, 2025 Share Posted January 8, 2025 There's a real possibility that Wes receives a normal skill tree and he ends up becoming a stronger character than Wilson Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1784552 Share on other sites More sharing options...
Echsrick Posted January 8, 2025 Share Posted January 8, 2025 instead of a skill tree he sould get a luck tree, random effects can happen....good....but mostly bad ones Link to comment https://forums.kleientertainment.com/forums/topic/162858-a-discussion-about-wes-skill-tree/#findComment-1784564 Share on other sites More sharing options...
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