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A collection of my personal ideas for Wendy's tree.


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Lunar Sisterhood III:

Lunar Abby should have her own AoE ability (different from normal form) again for preventing the unreasonable mess of target managing when there are multiple targets. The current Lubby's target management would being almost invalid once 2+ targets nearby. This should not happened if Lubby's original design intention is to make lesser management needed to her.

change idea - I believe to make all dashing animation of Lubby (normal attack and "attack at" effect) to have AoE ability is fair. The AoE effect should be something like "1st target got dashed suffer 125% damage, 2nd target suffer 90% damage, 3rd target suffer 65% damage and more targets won't caused lower damage multiplier than 65%". This would makes the animation of her dashing being matched to the AoE effect in practice. And this would fixes the target management issue a bit - by encouraging players to use "attack at" to clear multiple target fast for creating a 1v1 combat scenario.

Additionally, Lubby need more survivability improvement for single boss fights. Please tune her AI back to her strongest version but with a mechanic to lower her DPS if Wendy stop attacking. (I guess we already have something change like this?) This grey color message could be ignored if the idea of Blessed Sisturn III below has been applied in future.

 

Shadow Sisterhood III :

The original mechanic of Abby summon ritual in DS is also including this - "to kill a mob around the Abby's flower which dropped on ground".

Many voices has complained that how inconvenient to use the effect of Shadow Sisterhood III in daily gameplay. The accessibility of Shadow Abby should be make more convenient as well.

change idea - At least I think to add the alternative summon ritual mechanic for current Shabby's mutation is fair - to make her mutate in Shabby form or make her shadow form's duration being stack longer once any living thing (no shadow here) died around Abby herself. And please make Shabby's accessibility become easier by change the 8s duration per kill into 15s.

 

Shadow Sisterhood II :

I already did math to prove that the Cured Vex Elixir was been definitely nerfed but not "adjusted". According to community's voices most players think Cursed Vex should be adjusted or buff but not nerf. I suggest to buff the current one a bit for satisfying more players.

change idea - increase the flat planar damage from 10 to 17.5.

 

 

 

Blessed Sisturn III:

This is already been a complex problem. The mechanic of "player tag" is completely a puzzle for players who don't go check wiki info. It should be more easier understandable. And the current Sisturn III is seems like a punishment when player don't want to go for a boss fight - I never seen any other skill would perform like this way. It should be change into a simple bonus effect without any power sacrificing.

change idea - To give Abby accessibility to achieve Level 4 once Blessed Sisturn III activated (Easy change and still suitable for the lore). Level 4 Abby would have 1200 HP and larger light radius (I swear I've seen many player asked similar thing in other communities, it's cute! and I believe this would be a good non-combat improvement for Wendy). No more debuff or power sacrificing from this skill.

 

Blessed Sisturn II:

I personally think this skill need a few improvement and it would be okay for me. However since the Evil Flower has no special effect now and it's a strange change to base kit, I hope we could merge the Evil Flower thing into Blessed Sisturn II and give it a meaningful effect for brand new gameplay of Wendy.

change idea - Rework the old effect's accessibility as activated by evil flowers filling in sisturn (4 slots). Remove the old Evil flowers effect but keep current BS II for them. Buff the old effect by numerical change (as a compensate for the accessibility rework); add additional effect merge with old effect - "Sanity shadow creatures of everyone would despawn and unable to spawn around the sisturn" (the ruin shadows could still being around here; This would makes sisturn become a sanctuary structure for your base and teammates).

 

Blessed Sisturn I:

The flower is still easier to decay after current skill effect applied. It need simple buff.

change idea - triple (or double, not sure) the current effect to ensure flowers in sisturn has similar duration to the maintenance intervals of mushroom light, which would makes Wendy's base maintenance being more convenient. Additionally according to many voices asked, give a new function to keep a permanent no-effect flowery decoration of sisturn by using embalming spritz.

 

 

 

Ghostly Elixir IV:

A simple effect copy of Pipspook line. Not enough interesting/attractive as a topper skill.
change idea - merge the Ghostly Elixir III & IV into IV as "Efficiency Improvement of Elixir". To make this skill serve a better efficiency for both potion crafting and potion duration (see below the Ghostly Elixir III) aspects.

 

Ghostly Elixir III:

This skill only worthy for affinity potions but I have no idea if this would apply its' effect to affinity potions or not. And have to say the other part of this skill is seems only serve for the unworthy Wraith Wreath. As a tier III skill it should not being something like this.

change idea - merge the Ghostly Elixir III & IV into IV. Rework Elixir III as - "Non-affinity Elixirs could being applied 2 potions effect in parallel (then you could have 3 potions effect once you have affinity Elixirs; Also apply this effect to Wraith Wreath.)". This could be a simple way to solve the old problem of Wendy's potion base kit (if devs still don't want to fix any issues of Wendy's base kit, or we could delete Elixir III and try to fix Wendy's base kit of potions part.)

I guess my Ghostly III and IV could be switched for their position, but I believe the current Ghostly III here was aiming to fix the problem of Wendy's potion base kit. So it should not be locked as a tier IV topper skill.

 

Ghostly Elixir II:

A simple copy of the original effect of the sisturn. For who hate downside fixing they think this Ghastly Experience Elixir has broke their taboo of balance (the GE has completely remove the punishment of Abby's death). For who don't care about the "balance", they think this GE elixir is inconvenient to use (You have to run away from your combat, and right click two potions by order, and resummon Abby. Some of players would still prefer to being Wes after Abby died rather than suffer such inconvenience).

change idea - Rework or delete it. If to rework, as this - "Making Abby spreading unspeakable horror to living enemies nearby (no effect to shadows), Vex effect would automatically applied to your enemies". Also considering the flavor and "skill combo", I hope this elixir could have an effect for Bigspooks, which would make them being invincible in half days once you applied the potion to them (you need go closer first).

 

Ghostly Elixir I:

It's a bit strange for me by flavor reason - I have no idea why foods cannot be putted into the Picnic Basket. 

change idea - For both flavor and QoL reason, please let Butterfly & Moth wings could be putted in the basket.

 

 

 

Mourning Glory III:

Wendy is almost already the most rarely died character for players (since she could automatically invalid your daily threats). A resurrection skill has few meaning for Wendy, and the current one is simple copy of an structure which unpopular in our base kit. This skill need unique improve and being not a tier III topper skill.

change idea - Switch the current Mourning Glory III into tier II, give the resurrection effect to Wendy herself with an additional effect - "Wendy would not lose Abby's flower after the resurrection, and Abby would not lose her level and potion effect (if exist)".

 

Mourning Glory II:

The effect of Wraith Wreath is just making the base kit of Wendy being available for characters. I have no idea why this would limit the base kits efficiency by "balance" reason. Should we separate the Portability skill of Winona as Portability I, II, III for her Generators (I), non-combat machines (II), Catapults (III) by "balance", or making Winona's machines have a weaker alternative effect after relocated (just like what the potion base kit for Wraith Wreath) for same reason?

change idea - Switch the current Mourning Glory II into tier III as a topper skill, then buff every potion effect for Wraith Wreath to ensure every potion is "useful". Shield effect for character should have a similar cooldown as Abby (It could be longer, but 10s is nonsense). Healing effect should being better than dumplings (but weaker than jelly beans. I think 75 for both healing potion would be fair). Night vision effect should being better than Moggles even without other skill's combo. And the effect applied on the wreath should not completely disappear once player unequip the wreath; it should just keep losing duration as same as the wreath were equipped.

 

Mourning Glory I:

You knew the Thulecite Bug Net right? This skill effect have enough reason to being more cheaper.

change idea - All recipes of resurrection should being 1:1 exchange with mourning glory.

 

 

 

And the last thing, please remember to delete the "Vengeful Ghost". It's weird in flavor and meaningless in skill tree, more like a thing of custom Mods. 

All pretty nice unfortunately I don't think lvl4 is ever going to be a thing unfortunately.

I can imagine at least them giving different petals unique powers for the sisturn. 
Succulent could potentially be the small resiliance upgrade people may want since succulents usually stand for tenacity and resistance.

Maybe a sisturn filled with succulents could give an additonal 300 to abby  While  creating a small umbralla effect around the sisturn.

38 minutes ago, Steorra said:

Some of players would still prefer to being Wes after Abby died rather than suffer such inconvenience

That's so me, haha.

On the other hand, the design of the Ghastly Experience Elixir seems to whisper to players: "Go ahead and let Abby sacrifice herself over and over—I can effortlessly revive her anyway." Personally, I lean toward a playstyle where both Abby and I emerge alive after the battle.

47 minutes ago, Steorra said:

This skill effect have enough reason to being more cheaper.

The current cost is indeed not very reasonable, especially when compared to the production cost of Elixir.

41 minutes ago, kikia said:

On the other hand, the design of the Ghastly Experience Elixir seems to whisper to players: "Go ahead and let Abby sacrifice herself over and over—I can effortlessly revive her anyway." Personally, I lean toward a playstyle where both Abby and I emerge alive after the battle.

true, that's why i dont like this elixir

dont let "balance" cut off Wendy's wings.

make the skill tree bring Wendy more flavour is what matters.

this post is meaningful

1 hour ago, Steorra said:

Ghostly Elixir IV:

A simple effect copy of Pipspook line. Not enough interesting/attractive as a topper skill.
change idea - merge the Ghostly Elixir III & IV into IV as "Efficiency Improvement of Elixir". To make this skill serve a better efficiency for both potion crafting and potion duration (see below the Ghostly Elixir III) aspects.

 

Ghostly Elixir III:

This skill only worthy for affinity potions but I have no idea if this would apply its' effect to affinity potions or not. And have to say the other part of this skill is seems only serve for the unworthy Wraith Wreath. As a tier III skill it should not being something like this.

change idea - merge the Ghostly Elixir III & IV into IV. Rework Elixir III as - "Non-affinity Elixirs could being applied 2 potions effect in parallel (then you could have 3 potions effect once you have affinity Elixirs; Also apply this effect to Wraith Wreath.)". This could be a simple way to solve the old problem of Wendy's potion base kit (if devs still don't want to fix any issues of Wendy's base kit, or we could delete Elixir III and try to fix Wendy's base kit of potions part.)

I guess my Ghostly III and IV could be switched for their position, but I believe the current Ghostly III here was aiming to fix the problem of Wendy's potion base kit. So it should not be locked as a tier IV topper skill.

 

These two skills really don't offer much novelty. The main reason why Wendy's potions (without the skill tree) are considered more of a "luxury" is that the mass production of Mourning Glory is troublesome. However, this issue has already been resolved by the Pipspook Request. Extending the duration of the potions and increasing their quantity simply reduces the consumption of Mourning Glory and saves on another material. As the Level III and IV skills of a branch, they really don't bring much innovation.

1 hour ago, Steorra said:

Lunar Sisterhood III:

Lunar Abby should have her own AoE ability (different from normal form) again for preventing the unreasonable mess of target managing when there are multiple targets. The current Lubby's target management would being almost invalid once 2+ targets nearby. This should not happened if Lubby's original design intention is to make lesser management needed to her.

change idea - I believe to make all dashing animation of Lubby (normal attack and "attack at" effect) to have AoE ability is fair. The AoE effect should be something like "1st target got dashed suffer 125% damage, 2nd target suffer 90% damage, 3rd target suffer 65% damage and more targets won't caused lower damage multiplier than 65%". This would makes the animation of her dashing being matched to the AoE effect in practice. And this would fixes the target management issue a bit - by encouraging players to use "attack at" to clear multiple target fast for creating a 1v1 combat scenario.

Additionally, Lubby need more survivability improvement for single boss fights. Please tune her AI back to her strongest version but with a mechanic to lower her DPS if Wendy stop attacking. (I guess we already have something change like this?) This grey color message could be ignored if the idea of Blessed Sisturn III below has been applied in future.

Cool idea.

Adding details to the shield effect of wraith wreath - make the damage absorbing from 50 to 15 but the cooldown from 10s to 1s. It's aimed to make a brand new function of character for protecting them from stun lock.

Adding:

The dashing AoE effect of Lubby should have a stronger base damage than normal one but slightly longer the cooldown, it should be about 100+ to encourage players to use the command of Lubby for getting reward. the "attack at" of Lubby should could clear all normal spider (100 hp) in 1 dash but cannot clear all normal hounds (150hp) in one dash. (But could clear all 150hp hordes by costing the lunar elixir.)

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