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Abigail Skill Tree Personal Modified Version(Crazy ideas hope to be referenced)


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Given the ongoing controversy surrounding Wendy's skill tree, I would like to offer my personal design ideas. I hope some of them can be helpful to designers, and I believe designers will have better ideas in conceptual design and numerical balance.
The red font is the part that I think can be deleted without retaining

The green font is the modified or innovative part

Blue font for supplementary explanation

The yellow font represents the part we wish to make changes to

 

Little fright

I personally think it's not cool enough, but there’s no doubt that this is the most practical section of Wendy's skill tree and doesn't need any changes.

 

Pharmaceutical

1.   Flower basketSimple and practical, no changes needed.

2.   Upgrade the medicationRather than having Abigail level up quickly, I would prefer Wendy to care for Abigail more during battles. Even if Abigail dies, there should be a way to soothe her over time to restore her level. This potion gives off a feeling of being able to waste Abigail at will. I personally feel this skill is meaningless and does not align with Abigail's character design.

3.   Strong medicinal effectSimple and practical, but Abigail needs to frequently switch potions during battles, and I believe it could be improved.

4.   Additional outputPowerful and useful, reduces the cost of potions.

5.   Effective simultaneouslyAs mentioned earlier, Abigail needs to frequently switch potions during battles, and having two potions active at the same time would greatly improve her flexibility in combat. If there's concern about Abigail's strength being too high, it could be adjusted to have low-effect potions last for one day while still allowing them to be active alongside other strong potions.

Weak effect potion (lasting for 1 day): Dead healing potion, indomitable potion, distilled revenge, Night Shadow Golden Oil, Strong essential oil, Wrath of Light, Curse bitterness.

Powerful potion: Soul universal potion.

 

Urn for ashes

The ashes urn has long been criticized for its low presence in the game. I feel we could consider giving Abigail, Wendy, or their teammates some abilities to enhance its significance.

1.   Preservation of urns for ashesSimple and practical, this can significantly extend the effective duration of the ashes urn.

2.   Enhance the aura of rationalitySince sanity has always been relatively easy to obtain and manage, Wendy's sanity aura has not had a strong presence. Therefore, in addition to its original effects, we could consider giving players (Abigail) near the ashes urn benefits such as health regeneration, temperature control, movement speed boost (with slow resistance), increased attack power, knockback resistance, or other buffs to enhance its significance. Additionally, since the ashes urn is a tribute to the deceased, it would be reasonable and cool to turn nearby ghosts into friendly units.

3.   Abi player identityAbigail's survival often causes headaches for Wendy, so providing Abigail with survival abilities is a comforting direction. We can also give this skill tree more diverse abilities. 

Based on the flowers placed in, Abigail could gain different abilities (only activating if the same 4 flowers are placed).

 

Devil FlowerIncreases attack power

FlowerIncreases health

Moon Tree FlowerIncreases vulnerability duration (damage reduction/player identity)

Fluorescent fruitIncreases brightness

Mourning FlowersDamage reduction/player identity

 

Mourning Glory

1.   Resurrection ButterflyThis skill feels a bit unreasonable, as exchanging many materials for relatively easy-to-obtain resources can be quite frustrating. We could consider adding an item for sacrifice ( Mourning Flower).

Mourning Flowers: A flower that gathers the power of souls. It can be placed in the ashes urn for sacrifice.

2.   WreathThe idea of allowing Wendy to enjoy potion effects is quite unique, but the effects of potions on Wendy aren’t strong enough. Additionally, the effects become ineffective when she’s not wearing the flower crown, making it less practical. I think we could consider that when wearing the flower crown, using a potion on Abigail would allow Abigail to share some effects back to Wendy (both Abigail and Wendy can enjoy the potion effects, with Wendy receiving a weakened version). If Wendy has already benefited from a potion, it would enhance the potion's effects to a certain extent. (If a teammate is wearing the flower crown, they can consume potions to receive a weakened effect but cannot enhance the potion's effects.)

3.   Resurrection TombstoneI personally think the tombstone design is great, and the resurrection animation is very practical, but it doesn’t quite fit Wendy's character. It can be kept as is.

My personal suggestion is to reintroduce the Flower Shell into the game.

Flower Shell (crafted using Abigail's Flower and Mourning Glory) reduces speed by 15%.

It can bring Abigail back into the flower shell, causing her to lose her attack and additional vulnerability abilities, instead granting Wendy an increase in attack power (raising Wendy's attack to 1.0 or higher) and the ability to block damage for Wendy (without benefiting from equipment damage reduction). This state cannot enjoy potion effects or the effects of the ashes urn. (Teammates wearing the flower shell will be immune to ghost attacks.)

 

Team capabilities

1.   Ghost RevengeThis skill aligns well with Wendy's character, which involves establishing a connection with ghosts, so it could be worth keeping. However, when teammates die, the priority should be to revive them quickly to rejoin the fight; otherwise, the tombstone skill becomes meaningless. Therefore, this skill conflicts with the resurrection from the tombstone.

I suggest introducing a new weapon equipment: Flower Staff.

Flower Staff (crafted using Abigail's Flower and Mourning Glory) reduces speed by 25%.

It can bring Abigail back into the flower staff (cannot be used simultaneously with the flower shell). When Wendy wields the flower staff, she can use potions on it, granting Wendy and her nearby teammates weakened potion effects (only one potion effect can be active at a time, and the flower staff has a cooldown of 30 seconds).

 

Wendy's Potion Effects:

Dead Man's Salve: Restores 1 health per second; effect lasts for 20 seconds. (Enhanced version: restores 2 health per second.)

Soul Universal Remedy: Restores 5 health per second; effect lasts for 10 seconds. (Enhanced version: restores 8 health per second for 15 seconds.)

Unyielding Potion: Grants 25 health and a one-time 60% damage reduction; effect lasts for 30 seconds and ends immediately upon being hit. (Enhanced version: provides a one-time damage immunity.)

Distilled Revenge: Grants 25 health and a one-time 30% damage reduction; effect lasts for 30 seconds, ends immediately upon being hit, and deals 20 damage to all nearby targets. (Enhanced version: provides a one-time 80% damage reduction and deals 40 damage.)

Nightshade Ointment: Grants night vision; effect lasts for 60 seconds. (Enhanced version: lasts for 120 seconds.)

Fortifying Oil: Cancels 25% of the slowing effects from equipment, immune to spider web and honey trails slowing effects; effect lasts for 30 seconds. (Enhanced version: grants a 10% speed boost.)

This addition could enhance Wendy's versatility in battle while maintaining her connection to Abigail and the ghostly themes.

 

Gravestone

I personally believe that the tombstone skill tree can have more interactions with other skill trees. Other than that, there are no changes needed.

 

Abigail

I personally do not like excessive control over Abigail. I believe that most players would prefer to prepare adequately before a battle rather than control Abigail to improve their chances of winning. I think simple actions like summoning, dashing (without damage), and haunting are sufficient. I feel that the skill tree related to Abigail should be used in more interesting ways, rather than requiring too much manipulation of her.

 

Affinity

I believe there should be a distinction between Moon Affinity Abigail and Shadow Affinity Abigail. 

Phantom Abigail is more agile and, due to her evasiveness, could consider increasing attack while reducing defense. She would need the Mourning Flower from the ashes urn to achieve seamless vulnerability. 

Shadow Abigail does not have mobility enhancements, so we could consider increasing defense while reducing attack, and enhancing vulnerability effects to improve her normal healing abilities.

 

1. Moon Affinity: Wendy gains Moon Affinity. 

   Wendy and Abigail take 10% less damage from creatures of the Moon faction and deal 10% more damage to Shadow faction creatures. 

   Abigail gains 15 points of dimensional attack but takes additional damage.

 

2. Shadow Affinity: Wendy gains Shadow Affinity. 

   Wendy and Abigail take 10% less damage from creatures of the Shadow faction and deal 10% more damage to Moon faction creatures. 

   Abigail gains 15 points of dimensional defense but has reduced attack power.

 

Regarding Potions

I feel that the Moon potions and Shadow potions could be made more practical rather than just increasing numerical values.

 

1. Moon’s Wrath Potion (lasts for 1 day):

   - Causes Abigail to emit brighter moonlight.

   - Abigail will actively move closer to the player (during non-combat).

   - The temperature around Abigail will improve.

   - Abigail will become intangible for a few seconds (during which she cannot take damage or attack).

   - A sanity aura will be generated around Abigail.

 

2. Curse of Suffering Potion (lasts for 1 day):

   - Abigail becomes more susceptible to attacks from surrounding creatures.

   - Abigail will actively move away from the player (during non-combat).

   - Abigail gains a small amount of damage reduction and her healing ability is enhanced.

   - The duration of Abigail's shield is increased.

   - A fear aura will be generated around Abigail.

 

3. Phantom Abigail: 

   On a full moon night, Wendy can interact with the sundial to transform Abigail into her phantom form. 

   Ghosts will actively approach Phantom Abigail (they will turn into phantom state or leave if they get too far away), and the ghosts near Phantom Abigail will become friendly phantoms for 1 day (their attack mode changes but their attributes remain the same).

 

4. Shadow Abigail: 

   Abigail will absorb the power of nearby ghosts to transform into her shadow form. Each ghost increases her health cap by 20, and the duration of Shadow Abigail increases by 1 minute, with a maximum health cap increase of 200 lasting for 20 minutes. 

   Each time Wendy performs a murder (sacrificing the Mourning Flower), Abigail will gain a buff: increased physical damage and defense, lasting for 20 seconds. Each murder will extend this buff by 20 seconds, up to a maximum of 60 seconds (sacrificing the Mourning Flower will extend the duration of Shadow Abigail by 1 minute). Ghosts will actively move away from Shadow Abigail.

 

The above is my complete opinion on the skill tree. Below is a simple Chinese PPT for your reference. Thank you for reading, and we welcome criticism and correction of any shortcomings.

阿比盖尔技能树个人改动版.pptx

Incredible work, you even made a PPT!
I agree that we should be able to use two potions at the same time, with the exception of super potions, some old potions are almost never used.

你的文本设计非常有效 便于阅读 我应该学习 关于骨灰罐变成范围生效的祭坛 我们志同道合  (我在b站也做了一版相关技能树 也许你有兴趣看https://www.bilibili.com/video/BV1xtkgYXE1Z/?spm_id_from=333.1387.homepage.video_card.click

Your text design is very effective and easy to read. I should learn about the transformation of urns into altars with effective ranges. We share the same goal

不过既然修改了整个技能树 希望你可以整体描述一下心目中温蒂战斗和生存的场景 这将有助于理解分散的设计细节

However, since the entire skill tree has been modified, I hope you can describe the overall scene of Wendy's battle and survival in your mind, which will help understand the scattered design details

@Evelo I've noticed how frequent you've vouched for certain skills should be baseline for many characters. There are three avenues Klei could take regarding this:

A) Wait until every survivor has a skilltree, then go through each one to make some skills baseline, replacing them with new skills; this would essentially mean a "skilltree rework", not allowing Klei to escape the "never-ending character updates" meme, though it might be for the best if it means every character ends up being the best versions of themselves. 

B) Postpone skilltrees for the remaining characters that don't have one, reworking each character that does before moving on with the rest; this is essentially Option A, but doing it now would help set a standard for the remaining skilltrees going forward, and although this would mean making delaying future skilltrees, Klei clearly had no problem doing it now, so let's hope it isn't a standard reserved only for popular characters like Wendy and Wormwood. 

C) None of the above, and whether Klei graces a character with baseline improvements or not, we deal with the outcome.

3 hours ago, congrongfuguo said:

你的文本设计非常有效 便于阅读 我应该学习 关于骨灰罐变成范围生效的祭坛 我们志同道合  (我在b站也做了一版相关技能树 也许你有兴趣看https://www.bilibili.com/video/BV1xtkgYXE1Z/?spm_id_from=333.1387.homepage.video_card.click

Your text design is very effective and easy to read. I should learn about the transformation of urns into altars with effective ranges. We share the same goal

不过既然修改了整个技能树 希望你可以整体描述一下心目中温蒂战斗和生存的场景 这将有助于理解分散的设计细节

However, since the entire skill tree has been modified, I hope you can describe the overall scene of Wendy's battle and survival in your mind, which will help understand the scattered design details

哈哈,很早之前就赞过你的视频(这次再投两个币),其中有很多很棒的主意,比如模仿游戏和通灵获取资源等等,召唤流和骨架流都很新颖,从中我也获取了一些灵感,现在看来也是许多思路不谋而合,我更倾向于对设计师设计的技能树做出修改,你的更加跳脱增加很多不一样的东西,比起我的更让人眼前一亮。不过我觉得你的技能树会使温蒂与阿比太过强大且灵活了,更多的能力应该付出相应的代价,这个相信设计师会平衡好数值的,也很感谢你的想法,视频做的很好,我也要努力学习。

HaHa,I liked your video a long time ago (this time I will invest two more coins), and there are many great ideas in it, such as imitating games and obtaining resources through spiritual communication. Summoning flow and skeleton flow are both very innovative, and I have also gained some inspiration from them. Now it seems that many ideas are not in line, and I am more inclined to modify the skill tree designed by the designer. Your one is more unconventional and adds many different things, which is more eye-catching than mine. However, I think your skill tree will make Wendy and Abby too powerful and flexible, and more abilities should come at a corresponding cost. I believe the designer will balance the values well, and I also appreciate your idea. The video is done very well, and I will work hard to learn.

4 hours ago, congrongfuguo said:

你的文本设计非常有效 便于阅读 我应该学习 关于骨灰罐变成范围生效的祭坛 我们志同道合  (我在b站也做了一版相关技能树 也许你有兴趣看https://www.bilibili.com/video/BV1xtkgYXE1Z/?spm_id_from=333.1387.homepage.video_card.click

Your text design is very effective and easy to read. I should learn about the transformation of urns into altars with effective ranges. We share the same goal

不过既然修改了整个技能树 希望你可以整体描述一下心目中温蒂战斗和生存的场景 这将有助于理解分散的设计细节

However, since the entire skill tree has been modified, I hope you can describe the overall scene of Wendy's battle and survival in your mind, which will help understand the scattered design details

对于技能应用和战斗场景,我并没有设计十分复杂的技能,相对来说都是很简单实用并没有给予温蒂和阿比许多能力,唯一说的上的就是我希望月亮亲和的阿比更具有攻击性,暗影亲和的阿比更具有抗击打能力,像花甲,花环这些都和目前(曾经)的技能树机制差不多,新设计的花杖大部分时间也是类似步行手杖的感觉。总而言之,我的设计没有太多的改变温蒂的玩法,我循着设计师的技能树进行了舒适度和特色化的加强,尽可能的保留了温蒂一贯以来骑牛的玩法,也给予了不能骑牛的玩法(比如佩戴花杖的极高减速与没有攻击性可以靠牛来缓解负面效果,穿戴花甲可以和靠个人走位来战斗就不需要考虑阿比的生存)。:wilson_laugh:

For the application of skills and combat scenarios, I did not design very complex skills. They are relatively simple and practical, and did not give Wendy and Abby many abilities. The only thing I want to say is that I hope Abby, who is moon friendly, is more aggressive, and Abby, who is shadow friendly, has more resistance to attacks, such as flower armor and flower garlands, which are similar to the current (former) skill tree mechanism. The newly designed flower cane mostly feels like a walking cane. In summary, my design did not change Wendy's gameplay much. I followed the designer's skill tree to enhance comfort and uniqueness, while trying to preserve Wendy's consistent gameplay of riding cows as much as possible. I also provided gameplay that cannot ride cows (such as wearing a flower cane for extremely high deceleration and no aggression, which can be mitigated by cows, and wearing flower armor to fight with individuals who rely on their own movements without considering Abby's survival).

5 hours ago, Lee lol said:

Incredible work, you even made a PPT!
I agree that we should be able to use two potions at the same time, with the exception of super potions, some old potions are almost never used.

感谢你的夸奖,比起做视频的朋友我还有许多需要改进的地方。只能用一瓶药水确实太让人沮丧了,这意味着许多情况并不好灵活获得我想要的状态。:wilson_laugh:

Thank you for your praise. Compared to my friends who make videos, I still have many areas that need improvement. It's really frustrating to only be able to use one bottle of potion, which means it's not easy to flexibly achieve the state I want in many situations.

2 hours ago, Evelo said:

I can't be the only one who thinks the Picnic Casket should be baseline (along with other backpack like items via skills such as Wigfrid's Battle Canister), right?

Yes!

2 hours ago, Evelo said:

我不能是唯一一个认为野餐棺材应该是基线的人(以及其他通过技能的背包之类的物品,例如 Wigfrid 的战斗罐),对吧?

I don't know, are you saying that exclusive item backpacks shouldn't be part of the skill tree? I don't see any difference, because eventually each character will have a skill tree, maybe you want to save a skill point?

38 minutes ago, Lee lol said:

I don't know, are you saying that exclusive item backpacks shouldn't be part of the skill tree? I don't see any difference, because eventually each character will have a skill tree, maybe you want to save a skill point?

Exclusive backpacks should (in my opinion) be baseline, since it is inventory stuffs for a character's core elements.

Warly has a unique backpack (that gets outclassed once you get the Insulated Pack) that is baseline and granted, always has been since Shipwrecked so just follow that idea with other characters and their own unique item bags for their important goods assuming they carry enough of them to warrant it. (Walter Ammo pouch (not added but was considered by Klei), Picnic Casket (Skill point), Battle Canister (skill point), Wickerbottom's Bookshelf (baseline), Soul Jars (skill point), Maxwell's Magician's Hat (baseline), etc).

7小时前,Lee lol说:

令人难以置信的工作,你甚至制作了一个PPT!
我同意我们应该能够同时使用两种药水,除了超级药水外,一些旧药水几乎从未使用过。

That's true.

If two ordinary potions can be superimposed, other potions can become useful.

6 hours ago, Small immortal said:

对于技能应用和战斗场景,我并没有设计十分复杂的技能,相对来说都是很简单实用并没有给予温蒂和阿比许多能力,唯一说的上的就是我希望月亮亲和的阿比更具有攻击性,暗影亲和的阿比更具有抗击打能力,像花甲,花环这些都和目前(曾经)的技能树机制差不多,新设计的花杖大部分时间也是类似步行手杖的感觉。总而言之,我的设计没有太多的改变温蒂的玩法,我循着设计师的技能树进行了舒适度和特色化的加强,尽可能的保留了温蒂一贯以来骑牛的玩法,也给予了不能骑牛的玩法(比如佩戴花杖的极高减速与没有攻击性可以靠牛来缓解负面效果,穿戴花甲可以和靠个人走位来战斗就不需要考虑阿比的生存)。:wilson_laugh:

对于技能的应用和战斗场景,我并没有设计非常复杂的技能。它们相对简单实用,并没有赋予温迪和艾比很多能力。我唯一想说的是,希望月友的艾比更有攻击性,影友的艾比更抗攻击,比如花甲,花花环,类似于现在(以前)的技能树机制。新设计的花手杖给人的感觉大多像一根行走的手杖。总之,我的设计并没有改变温迪的游戏。我按照设计师的技能树来增强舒适性和独特性,同时尽量保留温迪一贯的骑牛玩法。我还提供了不能骑牛的玩法(比如佩戴花杖获得极高的减速和无攻击性,可以被牛缓解,佩戴花甲与依靠自身运动的个体战斗,不考虑艾比的生存)。

感谢你耐心看完我的视频 还有高度评价(还有硬币~)我们都从他人的思路中获取很多灵感  不应该忘记 温蒂拥有无限的可能性 但是跟随设计师的方案确实是最有效率的方法 你在努力完善自己的整套方案时 可能很多事已经发生了变化

在你的设想中月亮阿比是轻盈的刺客 暗影阿比是坦克 但测试服情况来看 月亮阿比才是牺牲输出提高生存的那一个 而暗影阿比提供的增伤非常可观 (温蒂才是造成伤害的主体)这是目前设计者的平衡方式

论坛里还有很多温蒂的讨论 有人做了非常有价值的测试  还有各个技能的改进提案

我目前在做的是试着对于每个技能的大家提出的问题和解决方案做出总结  把它们摆在一起更容易从整体来审视每项改动的影响(还有判断这是否真的是一个问题) 然后找出最合理方案  你的一些想法我也会收入其中~

 

Thank you for patiently watching my video and receiving high praise (including coins). We all draw a lot of inspiration from others' ideas. We should not forget that Wendy has infinite possibilities, but following the designer's plan is indeed the most efficient method. While you are working hard to improve your entire plan, many things may have already changed
In your imagination, Moon Abi is a lightweight assassin and Shadow Abi is a tank. However, based on the test suit, Moon Abi is the one who sacrifices output to improve survival, and Shadow Abi provides a significant increase in damage (Wendy is the main one causing damage). This is currently the balance method used by designers
There are still many discussions about Wendy on the forum, and some people have conducted valuable tests and proposed improvements to various skills
What I am currently doing is trying to summarize the questions and solutions raised by everyone for each skill, and put them together to make it easier to examine the impact of each change as a whole (and determine whether it is really a problem), and then find the most reasonable solution. I will also include some of your ideas in it~

Also @Evelo, since you're here, I've been meaning to ask:

Why do you hate Willow's skilltree the most? As a Willow main, that makes me sad U_U but surely you have good reasoning for it.

I know you favor skilltrees that only offer small buffs, QOL additions, or even alternate playstyles, something usually expected when an average person considers what a skilltree typically is; however, this seems to be, for the most part, reserved for characters who were already considered "completed" enough, or at least has enough content, as a baseline. Baseline Willow has nothing, at least on the fire side (Bernie's portion of the skilltree might be more to your liking due to how "completed" he feels compared to Willow herself), so much so that a large chunk of her skilltree is dedicated to essentially giving her another rework by introducing the ember system. From the outside, many would see Willow's skilltree as one of, if not the most altering one out there, but only because it's given to a character who could've probably used yet another baseline rework beforehand. 

Is this why it's your least-favorite skilltree?

38 minutes ago, Whiza said:

Why do you hate Willow's skilltree the most?

Baseline Willow has nothing, at least on the fire side (Bernie's portion of the skilltree might be more to your liking due to how "completed" he feels compared to Willow herself), so much so that a large chunk of her skilltree is dedicated to essentially giving her another rework by introducing the ember system.

Is this why it's your least-favorite skilltree?

That's why. If those fire spells were made baseline (embers,and the 4 skills) with the skills enhancing or altering those skills, I would much MUCH MUCH prefer it over what we have now. It is a re-refresh for willow, much like how Wigfrid is also a re-refresh, and Winona is a partial re-refresh. I want skill trees to enhance the already existing strengths of a character, not to change them drastically. Yes Bernie's skill tree is more to my liking, and I really enjoy the fire side, I am dissatisfied with how it is implemented and the ramifications that design philosophy has on the health of the game. We see it with Wendy right now. So many players are unsatisfied with Wendy because she isn't receiving some crazy changes that was seen with Willow, Wigfrid, and Walter.

So, what I want:

Willow - Gets fire skills baseline, skill tree enhances pre-existing fire skills to be stronger or do different things (This includes the "ultimate" that is locked by lunar or shadow, give a generic one then let lunar or shadow change that.)

Wigfrid - Why add a new spear and helmet? Just tie in the traits to the current equipment or have a crafting thing baseline to enhance your equipment to the upgraded versions. Shield is cool being new, but again. Baseline with skills to adjust performance.

Winona - Remote Control and Portable Machines baseline. I guess keep the lunar/shadow stuff as items because they are technically capstone stuffs.

Wilson - Transmutation moved over to a crafting station, available to everyone. Wilson's skills allow for significantly more efficient transmutations or just a new skill branch entirely.

Wormwood - I dislike the bramble explosion every 3rd attack but people like it, so... baseline. but make it every 6th attack with the skill making it more frequent. Moonshooms can be planted only when you know the skill? Why? Baseline! Moonshroom sleep cloud is over powered but I could write another essay on Wormwood stuff so I won't talk about him anymore.

Wolfgang - new dumbbells baseline replacing skill branch to allow buffs to the host of dumbbells.

Wurt - idk, i don't play her much. I like the Amphibious tree because it allows me to play her without relying on her merms imagine if you didn't need a skill tree to more unique than a vegetarian tanky wilson? But people express dissatisfaction with her tree so I'll divert to them for suggestions.

Lastly, Woodie - I feel like most of his skills are meant to be "pick this early game then swap it out once you get the Celestial Portal", I hate it, change things out to remedy this. I want skills to be a permanent choice per world. You picked the wrong talent for lategame? sorry. try again. It makes decisions more impactful and important and something to consider if you can't change it willy nilly. (Not that many people really do, but it is possible and it affects the game as a whole because the option is there which diminished the importance of choice.)

So hopefully that makes sense my 2 major issues with skill trees.

Tldr (sort of im not good at summarizing): 1) I want skill trees to NOT be re-refreshes. They can add re-refreshes that are baseline with enhancements added into the skills. 2) I want player's to have to make permanent decisions that affects them. Being allowed to swap skills whenever you want discourages sticking with those "strong early game" skills once you get to late game. Make players choose. (but this is more about my issue with the Celestial Portal as a whole which is a can of worms i've ranted about many a times)

53 minutes ago, Evelo said:

most of his skills are meant to be "pick this early game then swap it out once you get the Celestial Portal"

That's like, 3 skills. The wood ones

 

54 minutes ago, Evelo said:

significantly more efficient transmutations

I feel like that would be just entirely useless, because he's like, the worst at farming stuff.

New skill branch is a better option, or just make transmutation exclusive to him only 

On 12/31/2024 at 11:31 PM, congrongfuguo said:

感谢你耐心看完我的视频 还有高度评价(还有硬币~)我们都从他人的思路中获取很多灵感  不应该忘记 温蒂拥有无限的可能性 但是跟随设计师的方案确实是最有效率的方法 你在努力完善自己的整套方案时 可能很多事已经发生了变化

在你的设想中月亮阿比是轻盈的刺客 暗影阿比是坦克 但测试服情况来看 月亮阿比才是牺牲输出提高生存的那一个 而暗影阿比提供的增伤非常可观 (温蒂才是造成伤害的主体)这是目前设计者的平衡方式

论坛里还有很多温蒂的讨论 有人做了非常有价值的测试  还有各个技能的改进提案

我目前在做的是试着对于每个技能的大家提出的问题和解决方案做出总结  把它们摆在一起更容易从整体来审视每项改动的影响(还有判断这是否真的是一个问题) 然后找出最合理方案  你的一些想法我也会收入其中~

 

Thank you for patiently watching my video and receiving high praise (including coins). We all draw a lot of inspiration from others' ideas. We should not forget that Wendy has infinite possibilities, but following the designer's plan is indeed the most efficient method. While you are working hard to improve your entire plan, many things may have already changed
In your imagination, Moon Abi is a lightweight assassin and Shadow Abi is a tank. However, based on the test suit, Moon Abi is the one who sacrifices output to improve survival, and Shadow Abi provides a significant increase in damage (Wendy is the main one causing damage). This is currently the balance method used by designers
There are still many discussions about Wendy on the forum, and some people have conducted valuable tests and proposed improvements to various skills
What I am currently doing is trying to summarize the questions and solutions raised by everyone for each skill, and put them together to make it easier to examine the impact of each change as a whole (and determine whether it is really a problem), and then find the most reasonable solution. I will also include some of your ideas in it~

感谢你,关于月亮与暗影亲和我一直觉得不太对,虚影阿比不仅牺牲了常态群体攻击能力还有着极大的变身限制,最终却没有换来什么不一样的东西,攻击、生存与功能总要得到其中一种才配得上这些苛刻的条件,反观暗影阿比,目前不仅可以复活蝴蝶便于随时变身,还有着更高的dps和脆弱效果,生存方面并没有比虚影阿比差很多,某种意义上我为什么要使用虚影阿比呢。因此我才做出了刺客与坦克这种想法。接下来我也会听取你的意见补上我对技能树使用场景设想的补充说明。

Thank you, I have always felt that the affinity between the moon and shadow is not quite right. Shadow Abby not only sacrificed her normal group attack ability but also had great transformation limitations, but ultimately did not receive anything different. Attack, survival, and functionality always need to be one of them to deserve these harsh conditions. On the other hand, Shadow Abby currently not only resurrects butterflies for easy transformation, but also has higher DPS and vulnerability effects. In terms of survival, she is not much worse than Shadow Abby. In a sense, why should I use Shadow Abby. That's why I came up with the idea of assassins and tanks. Next, I will also listen to your opinions and provide additional explanations on my hypothetical scenarios for using the skill tree.

some cool ideas, especially affinity potions. but abi's player identity, if kept as is, combined with ghastly experience, will make abi both hard to kill and low maintanance even when you make her tank bosses (even more difficult and deadly ones).

this makes her just bernie but worse and devalues the abilities such as 'attack at' and 'escape' (i have been playing her skill tree and its the most fun ive had trying to figure out how to use those 2 skills and i think they cover all situations you'd need them).

i think they should remove/nerf lune blossom effect, while also removing ghastly potion (it makes fights very awkward and riskless for abigail if you can just run away for 10 seconds and get abigail back to max health). There should be proper punishment like you having to fight alone for a bit to get abigail back to her strongest with the urn, so maybe reduce the amount of time it takes to get her to 300hp down to 1/5-1/6 a day ~ 1.6 minutes-80 seconds)

1 hour ago, IAmAFurrz said:

makes her just bernie but worse and devalues the abilities such as 'attack at' and 'escape' (i have been playing her skill tree and its the most fun ive had trying to figure out how to use those 2 skills and i think they cover all situations you'd need them).

Scare and Haunt are also pretty good for survivability.

Stunning groups/single mobs easily, letting Abby do free damage. Helps in beequeen, klaus, ruins, and just in general

1 hour ago, IAmAFurrz said:

There should be proper punishment like you having to fight alone for a bit to get abigail back to her strongest with the urn, so maybe reduce the amount of time it takes to get her to 300hp down to 1/5-1/6 a day ~ 1.6 minutes-80 seconds

Having Sisturn || do this would be nice. With Sisturn ||| being something new while also potentially expanding on it

3 hours ago, Debruh said:

Having Sisturn || do this would be nice. With Sisturn ||| being something new while also potentially expanding on it

yea, make the sisturns timer be lower, itd reduce the punishment of letting abi die, but not outright remove it

also i gave it more thought, maybe like 1 minute for 300hp, and 3 minutes for 600hp. these 2 can be split into 2 skills (and each of the skills can have like some other perk that comes along with it) cuz the sisturns problem is 3/4 a day for her to re-reach 600 is too long for fights, so only useful outside of bosses (which isnt a bad thing since everyone **** up every now and then in day to day but with the team spirit skills that basically makes it not as useful, not to mention, ghastly experience absolutely made it pointless)

3 hours ago, Debruh said:

Scare and Haunt are also pretty good for survivability.

Stunning groups/single mobs easily, letting Abby do free damage. Helps in beequeen, klaus, ruins, and just in general

hm yea, i havent tried that one yet, since i get most what i need for abi in escape+attack at, ill try it the next time i play her

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