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Most of Wendy's character traits are geared towards combat, with pitifully few traits related to resource gathering or quality of life.


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温蒂的大多数角色特性都是为战斗而服务的,资源收集/生活质量类的特性少的可怜
我希望通过技能树改变现状,让温蒂获得一些和资源收集/生活质量有关的技能,下面是我的两个设计思路

I hope to change this through the skill tree, allowing Wendy to acquire some skills related to resource gathering and quality of life. Here are two of my design ideas:

 1.大惊吓和普通的幽灵长得很像,但终归是两种生物,我希望它有自己的专属行为(而不仅仅是当个脆弱的保镖),比如作祟东西,定期生产哀悼荣耀,或是当个农场帮手,帮忙照料作物,去除杂草,甚至是驱逐亮茄虚影避免它们寄生作物

1. Bigspook looks a lot like a regular ghost, but they are ultimately two different creatures. I hope Bigspook can have its own unique behaviors (rather than just being a fragile bodyguard), such as haunting things, periodically producing Mourning Glory, or serving as a farmhand to help tend to crops, remove weeds, or even ward off brightshade gestalts from parasitizing the crops.


    2.灵体花环本身没有防御能力,在战斗时戴上它是不理智的(不如戴上各种头盔),所以我倾向于将温蒂喝下各种灵药时获得的战斗增益改为对日常生活更有帮助的增益。比如,喝下不屈药剂后温蒂获得一层防水护盾(喝下更昂贵的蒸馏复仇可以在一段时间内免疫酸雨),喝下强健精油会被虚化,在短时间内无视障碍物自由穿行,喝下暗影药剂可以在短时间内不被暗影生物主动攻击,喝下月亮药剂短时间内免疫虚影和牧者的催眠等等……

2. The Wraith's Wreath has no defensive capabilities, so it's unwise to wear it in combat (it's better to wear various helmets). Therefore, I tend to shift the combat bonuses Wendy gains from drinking various elixirs into bonuses that are more helpful in daily life. For example, after drinking an Unyielding Draught , Wendy gains a waterproof shield (drinking the more expensive Distilled Vengeance grants immunity to acid rain for a period of time); drinking a Vigor Mortis turns her ethereal, allowing her to pass through obstacles freely for a short time; drinking an Elixir of Shadows makes her immune to aggressive attacks from shadow creatures for a short time; and drinking an Elixir of the Moon grants her immunity to hypnotic effects of the gestalts and grazers for a short period, among other things.

16 hours ago, halibut cannon said:

I tend to shift the combat bonuses Wendy gains from drinking various elixirs into bonuses that are more helpful in daily life. For example, after drinking an Unyielding Draught , Wendy gains a waterproof shield (drinking the more expensive Distilled Vengeance grants immunity to acid rain for a period of time); drinking a Vigor Mortis turns her ethereal, allowing her to pass through obstacles freely for a short time;

I really like these interesting mechanisms that are convenient for life. DST is not only fighting.

16 hours ago, halibut cannon said:

2. The Wraith's Wreath has no defensive capabilities, so it's unwise to wear it in combat (it's better to wear various helmets). Therefore, I tend to shift the combat bonuses Wendy gains from drinking various elixirs into bonuses that are more helpful in daily life. For example, after drinking an Unyielding Draught , Wendy gains a waterproof shield (drinking the more expensive Distilled Vengeance grants immunity to acid rain for a period of time); drinking a Vigor Mortis turns her ethereal, allowing her to pass through obstacles freely for a short time; drinking an Elixir of Shadows makes her immune to aggressive attacks from shadow creatures for a short time; and drinking an Elixir of the Moon grants her immunity to hypnotic effects of the gestalts and grazers for a short period, among other things.

I like the idea of wreath, adding more QOL utility, which is also consistent with what the developers mentioned in the last patch note - they said they would focus more on improving the quality of life of the two potions than fighting.

I personally can't agree. Wendy has been designed as a combat character from the beginning, and if Wendy get additional improve resource gathering or QoL, Wendy will need to nerf the combat for balancing. I think that's most Wendy players probably don't want.

However, The Wraith's Wreath is not strong enough to replace other headarmor or headgear in combat, so I think it would be a good idea to make it a QoL equipment.

I agree with Spoon. Wendy was never the likes of a resource gatherer, her role is solidified to be about combat and using Abi for said combat while Wendy is the support with commands and elixirs to aid her. Closest thing to resources she gather is flowers and she's already gotten perks to help her out with that.

What is this? People accusing the spider blender that is Abigail being bad at producing resources? My old chest area full of bundles with silk and glands would like to have a word with you.
On all seriousness, I do agree that Wendy is indeed a combat character through and through, but having easy AoE damage makes her great at gathering drops from weak mobs in largue quantities, such as spiders, shadow spelumonkeys or frog legs during frog rain.

Regarding the Wreath, a practical use I can think in for it in combat is making it work similarly to the spider queen hat, but for bigspooks instead of spiders. I would love to add some QoL for resource gathering to the wreath, maybe something similar to the spores from mushroom hats, they're both perishable.

I think Wendy is primarily a combat-focused character, with additional strengths in gathering specific resources, such as those from spiders (monster meat and silk are very useful; glands are somewhat situational), shadow splumonkeys (for farming nightmare fuel, morsels, and bananas), and other small mobs. Her design revolves around leveraging Abigail to handle these types of creatures effectively.

However, when it comes to tasks like chopping trees, Abigail can't hold axes or directly assist, which naturally limits her utility in that area. It would also feel very strange to me if Abigail, a ghost and Wendy's deceased sister, could interact with tools or actively help gather resources. Her role should reflect her nature and the bond with Wendy, rather than being turned into a generic labor assistant.

Additionally, I don't think Wendy should excel in every aspect of the game. She should have a balance of strengths and weaknesses—leaving resource gathering as one of her limitations feels appropriate to maintain this balance. It ensures she doesn't become overly versatile and avoids the inevitable cries of "Nerf Wendy!" from the community.

Regarding the Wraith's Wreath, Klei has previously stated they don't want it to be overly powerful for just one skill point, which I understand. However, this limitation makes it feel underwhelming. If I were designing it, I'd either remove it entirely if it's deemed useless or split it into multiple impactful skills to give players meaningful choices when allocating skill points. This would make it a more engaging and valuable part of Wendy's skill tree.

I think you're right. Throughout the game, Wendy has always played a combat role, and most of her abilities are related to fighting. But in reality, she's not a belligerent little girl.

I believe Klei has also noticed this, and they did add some non-combat abilities to Wendy's skill tree. Unfortunately, players still widely perceive Wendy as a purely combat character to this day.

Wendy indeed needs more functions beyond combat, and I don't think there's anything wrong with that.

"Wigfrid should be a purely combat character; she shouldn't have non-combat functions..." I might agree with that because her theme is "battle".

"Wendy should be a purely combat character; she shouldn't have non-combat functions..." I would say no, as there's no basis to suggest she should be.

 

3 hours ago, CremeLover said:

What is this? People accusing the spider blender that is Abigail being bad at producing resources? My old chest area full of bundles with silk and glands would like to have a word with you.
On all seriousness, I do agree that Wendy is indeed a combat character through and through, but having easy AoE damage makes her great at gathering drops from weak mobs in largue quantities, such as spiders, shadow spelumonkeys or frog legs during frog rain.

Regarding the Wreath, a practical use I can think in for it in combat is making it work similarly to the spider queen hat, but for bigspooks instead of spiders. I would love to add some QoL for resource gathering to the wreath, maybe something similar to the spores from mushroom hats, they're both perishable.

She solves food and silk forever, for an entire server.

Food and silk are resources.

Food:

Spiders (plus the silk and glands)

Splumonkeys (including bananas and nightmare fuel on top of 3 more drops)

Frogs (frog legs, monster meat, and birdcage means bacon and eggs forever, and pierogi just needs a veggie like kelp)

Bees (can replace making beehives with just basing near killer bees)

Even just going AFK near a single flower with Abby riled for butterfly wings. Great filler when she's generating them constantly, with more butterflies based on the people around.

I'm sure I'm missing some.

Add in tatters, nightmare fuel, and pure horror because Abigail can solo cave rifts for the price of a revenant restorative, or murdering 5 bees/light bugs/butterflies.

Maybe none of these things are considered resources?

My suggestion: Let Wendy pick up Abigail and swing her around as an infinite axe/pickaxe/hammer, I guess. Maybe this could even cost a single insight point, if that's not TOO expensive.

13 hours ago, SilverSpoon said:

I personally can't agree. Wendy has been designed as a combat character from the beginning, and if Wendy get additional improve resource gathering or QoL, Wendy will need to nerf the combat for balancing. I think that's most Wendy players probably don't want.

However, The Wraith's Wreath is not strong enough to replace other headarmor or headgear in combat, so I think it would be a good idea to make it a QoL equipment.

Even Wolfgang has some quality-of-life character traits, such as moving heavy objects faster and having a chance to instantly finish digging and chopping trees. Adding a few quality-of-life traits to Wendy probably won't upset the balance; she'll still be primarily a combat-focused character.

It's combat focused because Klei seems confident with the new direction they took since many years and who is focused on combat
Now, close to every new content is post-Rift
No New biome or new Island or anything
And they are somehow trap with the Lore of the game they are teasing since SOOOOOO long now.
They did the character refresh, who was a good thing, but now it's talent tree, something who doesn't suite what DST was and more focused on end game content than the rogue-like part of the game.

So of course it's focused on combat because game are so long now that you aren't really need anything for resource, and it's easier to swap to an other character at the portal.

Honestly I'm not a big fan about all of this and would be happy to see more diversity in the talent tree.
What I'm afraid of is that some character who add their talent tree since so long that they close to not match the new direction, focused on combat. Look at Wilson... the entire torch part is useless because it cost far too much point, Alchemy is ok, and the beard part is better than the torch but still need far too much point.

Same for the wood stuff from Woodie who are useless so early that you only try this when you lvl up the skill tree for the 1st time, and for me it's a miss opportunity to give him some real QoL about wood working, and could even lead to an alternative reality where we would be able to choose between the morph specialty and half of the tree focused on this,and an other part focused on non-morph with the immunity to full moon from Lunar Renegade, like if Woodie choose to not morph anymore (or casual) and more focus on cutting tree/wood working etc.
This was the result of an interesting discussion when they was working on Woodie skill tree. But he isn't that bad after all, if we don't pay attention to some stuff.

What I try to say is that I think that the people who remain on DST to finish the skill tree and try to keep the game alive, seems to have forfeit about including some diversity and QoL or fumy stuff in the skill tree of the recent skill tree added and future.
It will be all the time focused on combat because that now the only focus on the game and at each update who add something
And some character with old skill tree could be changed because of this, maybe, I hope not.

So yeah their was many cool stuff to do with Wendy, but it didn't help that many players are so focused on the fighting part and speed running etc
The result is obvious, a focus on combat for a little girl who could have so many interesting stuff related to her sister etc, I was even dreaming about the possibility that Abigail could take a more human form or something, but no

Full combat focus on a game who didn't update his combat mechanism and who isn't made to be focused on combat...
I don't understand honestly and yes I digress a lot, sorry for that if that too far or the main subject, it's just very interconnected for me.

(PS: Hô, and it's important to note that if they wish, they could make a 3D combat with 2D sprite who work fine, after all that what they did with Rotwood and it work fine.)

On 1/12/2025 at 10:27 AM, halibut cannon said:

Even Wolfgang has some quality-of-life character traits, such as moving heavy objects faster and having a chance to instantly finish digging and chopping trees. Adding a few quality-of-life traits to Wendy probably won't upset the balance; she'll still be primarily a combat-focused character.

I mean... She has gotten the Haunt Skill & MG Crafts, not to mention Imporved sanity mechanics.

She's above wolfgang in terms of utility now.

That's not even mentioning how completely free AOE makes baseline survival free.

56 minutes ago, Shining Galaxy said:

Sometimes I really can't believe what I'm reading. It sounds like saying it's easier for Wolfgang to turn into 0.75 than for Wendy. No, Wolfgang is actually the almost never lost 2.0, and he wouldn't even become 1.0 if it weren't for triggering a 10% increase in movement speed. As for AOE, it's almost becoming standard for characters with skill trees, like Wolfgang's dumbbell. Not to mention Wolfgang's terrifying kill speed, which means he hardly needs AOE most of the time.

I think Wendy is nearly completely no match for Wolfgang in both combat and life. Wolfgang has strong resource gathering and heavy object moving abilities. Of course, it's not just Wendy that can't be match for Wolfgang.

What are Wolfgang's disadvantages? Sanity decreases faster? However, a lunar affinity Wolfgang with a normal axe can deal 70.7 damage to shadow creatures. In this aspect, Wolfgang has already achieved an upper limit that Wendy can hardly reach at the beginning. Not to mention that two hits with Hambat can kill Crawling Horror, and three hits can kill Terror Beak. The character's numerical values are simply outrageous.

I've strayed a bit from the topic, but I just feel that comparing with Wolfgang is meaningless. Unlike Wendy, Wolfgang has an extremely low learning curve and the benefits are terrifyingly high...

4 hours ago, WenericMember said:

I mean... She has gotten the Haunt Skill & MG Crafts, not to mention Imporved sanity mechanics.

She's above wolfgang in terms of utility now.

That's not even mentioning how completely free AOE makes baseline survival free.

She also has an elixir that lets her carry heavy objects at normal speed. Also, haunt lets her telelocate while carrying.

5 hours ago, Shining Galaxy said:

Sometimes I really can't believe what I'm reading. It sounds like saying it's easier for Wolfgang to turn into 0.75 than for Wendy. No, Wolfgang is actually the almost never lost 2.0, and he wouldn't even become 1.0 if it weren't for triggering a 10% increase in movement speed. As for AOE, it's almost becoming standard for characters with skill trees, like Wolfgang's dumbbell. Not to mention Wolfgang's terrifying kill speed, which means he hardly needs AOE most of the time.

"Wolfgang never lost the 2.0"...

The conversation was specifically about non-combat perks. So the 2.0 damage multiplier is not relevant to this conversation. It's stupidly free and is poor design, but it's not what this conversation is about.

Wendy can copy Wolfgangs removed movement penalties and get a few other (with more coming perks) with MG crown, and haunt lets her transumute materials and trigger a bunch of secondary effects.

Wolfgang has... a small chance of breaking things early. Outside of that he has 0 non-damage related perks over wendy.

There's also a massive difference between conditional AOE and literally free AOE. Abigail can also draw aggro, and a bunch of other things AOE can't do.

Wolf's dumbells have a delay before landing, a small radius, durability, a material cost and and need to be picked up prior to reuse.

5 hours ago, Yifei_ said:

I think Wendy is nearly completely no match for Wolfgang in both combat and life. Wolfgang has strong resource gathering and heavy object moving abilities. Of course, it's not just Wendy that can't be match for Wolfgang.

What are Wolfgang's disadvantages? Sanity decreases faster? However, a lunar affinity Wolfgang with a normal axe can deal 70.7 damage to shadow creatures. In this aspect, Wolfgang has already achieved an upper limit that Wendy can hardly reach at the beginning. Not to mention that two hits with Hambat can kill Crawling Horror, and three hits can kill Terror Beak. The character's numerical values are simply outrageous.

I've strayed a bit from the topic, but I just feel that comparing with Wolfgang is meaningless. Unlike Wendy, Wolfgang has an extremely low learning curve and the benefits are terrifyingly high...

While I disagree about Wolfgangs utility (Wendy also has access to heavy object moving perks, and can gather other resources most effectively), I agree that wolfgang is a poorly designed character and shouldn't be the standard for... anything.

3 hours ago, Bumber64 said:

She also has an elixir that lets her carry heavy objects at normal speed. Also, haunt lets her telelocate while carrying.

Yeah, there's a long list of things Wendy can do that Wolf can't. Wolf really just has DPS (which Wendy's closed the gap on) & a small chance of crits on resources.

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