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Current Sisturn III survey


Survey for current Sisturn III  

44 members have voted

  1. 1. How do you like current Sisturn III?

    • Totally satisfied.
    • Hmm, good.
    • Neutral. Have no particular attitude and feeling to it.
    • Eh, a bit worse.
    • Totally no.
  2. 2. Do you think Abby's survivability skill should be more easier to obtain for newcomers in early game?

    • Yes, it should be a help for newcomers, please make it more easier to activate.
    • I don't care.
    • No, it should be a reward for those players who had enough experiences.
  3. 3. What adjustment of Sisturn III you would like to see if more changes come in future?

    • Buff it. By diminish the healing punishment.
    • Buff it. By make it more easier to activate. (Lune blossoms is still inconvenient)
    • Buff it. By making the effect to last more longer. (Make the blossoms become slower to decay)
    • I don't care. Any benefit from this skill is enough for me.
    • Nerf it. (Leave your ideas below)
    • Rework it. Remove the player tag by other better mechanic. (Generally damage reduction, etc.)
    • Rework it. Completely. (Leave your ideas below)
    • Remove it.


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I liked dvg’s idea of just making ghastly experience do what sisturn 3 currently does, making it easier to control and fixing ghastly experience’s weird mechanic that doesn’t fit with any of the other elixirs due to its instant effect (opposed to over time) copying what the sisturn is supposed to do. Sisturn 3 overall is just “fine”, I’m not super satisfied with it and far from a huge fan but if they finalize it then I’m sure I’d live with it

56 minutes ago, YouKnowWho142 said:

I liked dvg’s idea of just making ghastly experience do what sisturn 3 currently does, making it easier to control and fixing ghastly experience’s weird mechanic that doesn’t fit with any of the other elixirs due to its instant effect (opposed to over time) copying what the sisturn is supposed to do. Sisturn 3 overall is just “fine”, I’m not super satisfied with it and far from a huge fan but if they finalize it then I’m sure I’d live with it

Yes her (sorry if I wrong) idea is pretty neat, I would love to see it. I hate the current GE... It's repeatedly to the original sisturn effect.

Wow this is an incredibly split opinion.

Abby's survivability should never be free against bosses IMO, her dynamic with Wolfgang is trading versatility for convenience - Wendy can do more things than Wolf, but has a harder time doing them. Abigail surviving indefinetly against bosses breaks this dynamic. However, giving an extra bit of leeway for those who want to spec into it is ok, team spirit, and a nerfed ghastly experience do this well. I think with a slightly lower healing reduction the skill will be in a sweet spot, but no matter what we cannot go back to immortal Abigail.

I think Sisturn III is in a pretty decent spot. It’s a nice tool for intermediate players, since Abigail gets a bit more survivability while you’re testing out potions, commands, and positioning during boss fights.

It might be nice if it was a bit more accessible for newer players, but I think most players can probably figure out how to get to Lunar Island or Pearl’s Island by the time this skill is needed. Deerclops aside, this is something will benefit intermediate to experienced players much more than newbies.

The only change I really wouldn’t want to see is having the player tag attached to a potion. For me, that would defeat the entire purpose of the player tag. Even if it fits better thematically (and in this case, I’m not sure it does), gameplay should be more important.

2 hours ago, Siren11 said:

The only change I really wouldn’t want to see is having the player tag attached to a potion. For me, that would defeat the entire purpose of the player tag. Even if it fits better thematically (and in this case, I’m not sure it does), gameplay should be more important.

I don't really see how this is a problem though. 
Potions are ment to help abby survive by either healing boosting sheild giving her speed or damage.
A potion that gives her defense against bosses is just a natural step vs whatever gameplay the sisturn provides.
Plus it can work better with the case by case nature the player tag provides. so that way the player can already have a stockpile of potions for the fights they are going to need them for.
Vs needing to maintain blossoms for the sisturn.

It is a nerf in general because now abby cant use the affinities without  having the defense. But thats always been the gameplay of wendy  Trying to determine what is the best potion weapon or mount would be best in a given situation.

it seems perfect because It gives a super potion for regular abby.  So that way at least have a choice between normal lunar or shadow. It kind of felt like having super potions for only the affinities kind of sucked. since you only ever had the choice of 1 This gives the player more choices.

And it is  a good stepping stone to try and teach players to not rely on defense and learn how to manage abby better.
In order to take advantage of the higher risk higher reward Affinity potions

In a gameplay point of view its much more effective because then it can be synergistic with the potion upgrades. And even potentially vengful ghost since i feel they would have to change how the elixer affects the player wearing the wreath. (if it makes abby turn to player lets do the opposite and make player a ghost for some time.)

 

9 minutes ago, AliceShiki said:

People who don't interact with Ocean content, most likely.

Because well, while the Ocean patch we got some time back helped... Interacting with Ocean is still a pain.

Ocean content is more like a collection of completely rng. Though I love the reward. I could understand someone hate the whole ocean content.

35 minutes ago, Steorra said:

I was seen some of us keep shouting that "Abby need no more survivability, the old state is already ok amd enough! Survivability enhancements would diminish the enjoyment of abby management!"

Laterly now we found that many people think the survivability enhancements should be a privilege for experienced players.

Funny paradox.

It's because the question wasn't formatted well, and that's the closest option too "I'm happy with the current level of survivability." Plus the way the answer is formatted makes it read as if survival is a privilege, not a right.

I voted that because I don't want abigail's survivability to be easier (GE needs slight nerf, BS3 slight buff), but I also do heavily care about the outcome so "Don't Care" isn't a good answer.

I feel a better way to format the question would be:

Does Abigail's Survival Accessibility need major changes to access?

  • Overall Buff Accessibility
  • Satisfied with current state
  • Overall Nerf Accessibility
  • Don't care
4 minutes ago, Steorra said:

I was seen some of us keep shouting that "Abby need no more survivability, the old state is already ok amd enough! Survivability enhancements would diminish the enjoyment of abby management!"

Laterly now we found that many people think the survivability enhancements should be a privilege for experienced players.

Funny paradox.

No one thinks it should be a privilege for experienced players.  Having to put in no effort for her to survive is bad, and not having to work to improve to have her survive is bad.  The fun part of playing the game is working on things and trying new strategies and ideas and improving.  If you just pick up the game and immediately have an unkillable Abigail no matter what mistakes you make, most of the fun of the game is removed: the reward for improving is pretty minimal then.

I think rephrasing it might make it more clear: Abigail surviving boss fights should be a reward for people that display skill and tactics to keep her alive, and should not be the default result.

1 minute ago, Koomin said:

No one thinks it should be a privilege for experienced players.  Having to put in no effort for her to survive is bad, and not having to work to improve to have her survive is bad.  The fun part of playing the game is working on things and trying new strategies and ideas and improving.  If you just pick up the game and immediately have an unkillable Abigail no matter what mistakes you make, most of the fun of the game is removed: the reward for improving is pretty minimal then.

I think rephrasing it might make it more clear: Abigail surviving boss fights should be a reward for people that display skill and tactics to keep her alive, and should not be the default result.

I think the confusion here is the question seemingly isn't referring to Abigail as a whole, just skills like Blessed Sisturn & Ghastly Experience - "Do you think Abby's survivability skill should be more easier to obtain for newcomers in early game?"

This is a question about the design of the skill, but the answers are about balance for some reason. In addition, there's no option for "its good as it is", only "Don't Care", "Stronger" or "Weaker."

 

2 minutes ago, WenericMember said:

I think the confusion here is the question seemingly isn't referring to Abigail as a whole, just skills like Blessed Sisturn & Ghastly Experience - "Do you think Abby's survivability skill should be more easier to obtain for newcomers in early game?"

This is a question about the design of the skill, but the answers are about balance for some reason. In addition, there's no option for "its good as it is", only "Don't Care", "Stronger" or "Weaker."

 

Yes I guess:

Should anyone be able to access Abigail survivability skills -> yes

Should Abigail survive even with these skills if you ignore her during the fight -> no

13 minutes ago, Koomin said:

No one thinks it should be a privilege for experienced players.  Having to put in no effort for her to survive is bad, and not having to work to improve to have her survive is bad.  The fun part of playing the game is working on things and trying new strategies and ideas and improving.  If you just pick up the game and immediately have an unkillable Abigail no matter what mistakes you make, most of the fun of the game is removed: the reward for improving is pretty minimal then.

I think rephrasing it might make it more clear: Abigail surviving boss fights should be a reward for people that display skill and tactics to keep her alive, and should not be the default result.

 

8 minutes ago, WenericMember said:

I think the confusion here is the question seemingly isn't referring to Abigail as a whole, just skills like Blessed Sisturn & Ghastly Experience - "Do you think Abby's survivability skill should be more easier to obtain for newcomers in early game?"

This is a question about the design of the skill, but the answers are about balance for some reason. In addition, there's no option for "its good as it is", only "Don't Care", "Stronger" or "Weaker."

 

I'm sorry if I was caused some misunderstanding...

I think no need to ease up on Sisturn III's need for Luna Blossoms. In the first place, it is hard to imagine a scenario where you would fight Giants with player tag attributes, before you get Luna Blossoms, unless you do it intentionally. My concern is that there is a lack of guidance for players who don't know how to get Luna Blossoms. Players probably can't know anything about Luna Blossom unless they decide to go sailing.

I don't like the fact that Blessed Sisturn III is just minus skill against enemies that are not player taged. The recovery amount penalty should be applied for a while after only receiving damage of the player tagged.

3 hours ago, IAmAFurrz said:

christ... who are the people that are too bad to even find lunar/pearl.... thats like the bottom line for 'skill' :| 

It's called Casual player... Player probably won't even realize Moon Island or Pearl Island exist until they decide to sail.

This isn't just about you, but everyone shouldn't assume every player has the same knowledge and skill as they self.

36 minutes ago, Koomin said:

No one thinks it should be a privilege for experienced players.  Having to put in no effort for her to survive is bad, and not having to work to improve to have her survive is bad.  The fun part of playing the game is working on things and trying new strategies and ideas and improving.  If you just pick up the game and immediately have an unkillable Abigail no matter what mistakes you make, most of the fun of the game is removed: the reward for improving is pretty minimal then.

I think rephrasing it might make it more clear: Abigail surviving boss fights should be a reward for people that display skill and tactics to keep her alive, and should not be the default result.

I don't think so... I think "a reward for people that display skill and tactics" should be more DPS. If player have to use much your skills to keep Abigail alive, the punishment for casual players is to force to play x0.75 damage multiplier Wilson. That's not good for the fun of the game.

So I don't think it's a bad idea to let Abigail survive even if beginners make much mistakes. If you want to give punish their, I think something like Gestabby forcibly goes into hiding mode when her health drops below a certain level would be appropriate.

1 hour ago, SilverSpoon said:

I don't think so... I think "a reward for people that display skill and tactics" should be more DPS. If player have to use much your skills to keep Abigail alive, the punishment for casual players is to force to play x0.75 damage multiplier Wilson. That's not good for the fun of the game.

So I don't think it's a bad idea to let Abigail survive even if beginners make much mistakes. If you want to give punish their, I think something like Gestabby forcibly goes into hiding mode when her health drops below a certain level would be appropriate.

If you mess up and Abigail dies and you really don't want to fight alone: just go heal up and come back with a new strategy and having improved from the experience.  No one is forcing you to stand there fighting with .75x damage.  Having setbacks be an option is essential to the game.

It's the same thing as if your strategy is bad or you mess up and the boss kills you, and you then saying it's not good for the fun of the game to have to go revive and try again, and that it should just lower your DPS.  It's pretty clear that that is wrong to me at least.

1 hour ago, IAmAFurrz said:

its still really easy to get shells, just need to kill some slurtles in the caves. 1 cave in and thats a bunch thatll come out if they really want to ignore ocean lol. 

Shells? This thread is about "Blessed Sisturn III", but are you confusing it with "Gravestones By Wendy"?

Spirit Vessel of "Gravestones By Wendy"↓

image.png.1fa7d01614019b37fffff632e8365572.png

 

Edit: What you need to hide is not a just innocent mistake but a mean sarcastic post more above.

 

47 minutes ago, Koomin said:

If you mess up and Abigail dies and you really don't want to fight alone: just go heal up and come back with a new strategy and having improved from the experience.  No one is forcing you to stand there fighting with .75x damage.  Having setbacks be an option is essential to the game.

It's the same thing as if your strategy is bad or you mess up and the boss kills you, and you then saying it's not good for the fun of the game to have to go revive and try again, and that it should just lower your DPS.  It's pretty clear that that is wrong to me at least.

I'll revise my statement because I was bad at writing. I want to add a lighter punishment to normal Abigail, same Gestabby's stopping attacks when health is below 25%(and add she live at 1 health when her health goes from above 25% to 0 in one attack), the punishment of forcing playing Wendy as a x0.75 damage multiplier Wilson place bellow that.

If Abigail's death is equivalent to the player's death, then Abigail should also be able to wear a log suit, heal with food, and be revived with a telltale heart. To be fair, It's fine to be lower her HP at max level.

16 minutes ago, SilverSpoon said:

I'll revise my statement because I was bad at writing. I want to add a lighter punishment to normal Abigail, same Gestabby's stopping attacks when health is below 25%(and add she live at 1 health when her health goes from above 25% to 0 in one attack), the punishment of forcing playing Wendy as a x0.75 damage multiplier Wilson place bellow that.

If Abigail's death is equivalent to the player's death, then Abigail should also be able to wear a log suit, heal with food, and be revived with a telltale heart. To be fair, It's fine to be lower her HP at max level.

That's what ghastly experience does already though?

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