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Wortox's Decoy skill suggestion


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as most people have said, decoy 2 is literally just a filler skill as NO ONE cares about decoy lasting longer when it takes 1 hit to kill. but i see potential in making it have good use cases.

first of all, my suggestion is to swap 2 and 3 (so now SD2 will make decoy do dmg, SD 3 will make it last longer, you can nerf SD damage if this change happens, since its main point is a distraction), but of course SD3 will need 1 change: it now makes decoys like fences, lasting 3 hits before exploding. this will make the duration actually matter since multiple hits will make time lasting matter. i can definitely see some good use cases, since SD in general already does great in terms of crowd control, SD3 will provide help for bosses where you just need a boss to be distracted for a bit of time, say: klaus when he summons krampii, AFW when he summons ANYTHING, , mutated bosses will allow for easier timings on weak points, crabking/beequeen when he/she summons crabs/grumbles. 

a friend mentioned an idea: he could also make decoys do simple chop/mine/hammer actions with SD3 (the new version) to make use of the longer timer (when given the corresponding tool), and since it will expire by the time it chops down 1 tree/2 rocks i think it wouldn't break anything 

Another small idea I just thought of is that the Soul Decoy can run in the opposite direction of Wortox once he jumps and have a couple of hits to it. This way it can actually have some utility without being better than Soul Decoy 3 as it is. Or the soul explosion damage is a percentage of how many/much hits/damage it took prior before explosion. So if you just successfully dodged a hit from Possessed Bearger, when the decoy explodes it actually does a way higher amount of damage based on the damage you would've taken.

Taking multiple hits against bosses has always seemed a bit too strong to me (maybe if it was just mobs).  Making one of the skills increase the damage based upon how much damage the decoy took does sound hilarious though, with a big boss smacking it as hard as it can, but actually smacking itself.

3 hours ago, Y0sH said:

So if you just successfully dodged a hit from Possessed Bearger, when the decoy explodes it actually does a way higher amount of damage based on the damage you would've taken.

i do like this idea. on first thought i imagined it would be too easy to get that dmg but bosses' range is far more than a decoy that was planted pre-emptively while the boss was chasing the decoy, you WOULD have to actually stand in the boss's range to actually take advantage of dmg

1 hour ago, Koomin said:

Taking multiple hits against bosses has always seemed a bit too strong to me

think about it, its not very engaging in fights if you rely solely on it (its like 51 dmg rn, in fact it'd drag fights out way too long since you have to wait for the decoy to blow up. even if you use soul jars to cancel the soul echos you are doing FAR less dmg than just attacking and using decoys to lure/dodge). it only helps against bosses where you have to multitask, kinda like a mini-BERNIE!.

 

1 hour ago, Koomin said:

Making one of the skills increase the damage based upon how much damage the decoy took does sound hilarious though, with a big boss smacking it as hard as it can, but actually smacking itself.

quite fun idea but sadly value from that wouldnt do much since the controlable character should be the main dmg dealer. i dont think making decoys doing massive dmg to bosses would make sense either

On 2/1/2025 at 5:01 PM, IAmAFurrz said:

AFW when he summons

My problem with decoys is that they make AFW stay in place for a while, which is scary when killing hands and managing woven shadows at the same time
and I'm afraid that your idea would make that issue much worse and mess with timing and flow of the fight

19 hours ago, asdsaax said:

My problem with decoys is that they make AFW stay in place for a while, which is scary when killing hands and managing woven shadows at the same time
and I'm afraid that your idea would make that issue much worse and mess with timing and flow of the fight

the skill would make him stay stationary, most of the time i have issues with targetting wovens due to the arena and him blocking my mouse so him staying in the corner that i brought him to will give plenty of time for me to deal with wovens before they even get CLOSE, plus i can deal with 1-3 unseen hands before going back to him to make another decoy

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