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Twintailed heart: does it really need spoilage? Why can't allies have a choice to either teleport or heal with the heart?


On spoilage and usage for allies  

61 members have voted

  1. 1. Do you like spoilage mechanic of twintailed heart?

    • Yes. I like it as is.
    • Yes. I would like it to spoil in 10 days like right now, but give full stats regardless of freshness
    • No
    • Other (specify in comments, please)
  2. 2. How would you like Wortox's allies to use twintailed heart?

    • Only teleport (current situation)
    • A choice between teleport and healing bomb
    • Only teleport, but with healing applied upon activation
    • Other (specify in comments, please)


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I think this skill would be more fun to use if twintailed heart didn't spoil and was more flexible. I'm probably not going to be very convincing in this post since I'm not sure what exactly caused developers to make spoilage mechanic for the heart, so I'm not sure what kind of position to argue against. It's also late in beta and there's is practically no chance it changes anything, but I'm going to feel bad if I don't voice my thoughts and at least try to make this skill better, so here is the post.

Currently fully picked branch allows player the following:

  1. revive ally in identical to telltale heart way (preparation beforehand and teammate are needed as opposed to meat effigy/life giving amulet);
  2. store health and sanity (for non-naughty Wortoxes) and use it as health/sanity bomb (equivalent of 10 souls; the more it spoils, the less it gives);
  3. use it as taxi for teammates to Wortox location.

I'm not going to discuss how weak or strong it is or how it becomes obsolete after lazy deserter or how alternatives like crafting pretty cheap telltale heart itself/life giving amulet or holding spare amulet make it not that desirable. I don't know what developers think about Wortox, some of his specific skills and what game interactions they had in mind while designing his skilltree, so I don't even know what exacly is the problem of buffing nice branch and what points to address in possible balance discussion. So I'm going to go with arguement of being fun and how it feels in terms of flavor instead of being balanced on the nanoscale compared to other skills/characters.

Imagine if Wortox could:

  1. use twintailed hearts as less inventory space-efficient alternative to store souls past the limit if one has bad rng with bottles or doesn't mind loosing flexibility of such "stored" souls. They would loose their value as food and mean of soul hopping, but would preserve their properties as health and sanity (for Wortox) bomb. Less valuable than souls themselves, but still worth to do. Currently it's not really a storage, as the more heart spoils the less stats it gives (50% spoilage gives 50% stats; it lasts 10 days). Currently I can't really use it like that since by the time I need such reserve it's going to spoil. I want it to be viable emergency alternative to soul jars (with it's own advantages and drawbacks described above).
  2. use twintailed hearts as eternal ticket for allies to him. I like the flavor of giving "help" or "help me" button that trascends space and time, especially considering such Wortox would be most likely nice. Mechanically I think this would be enough for me* to continue to use the skill even after lazy deserter becomes available, because it's really just about cost of teleporting to the nearest deserter and activating it or about keeping lazy deserter pre-crafted. It's not exactly hard to recraft lazy deserter either.
  3. pre-craft twintaled hearts for community base just like people pre-craft telltale hearts, i.e. help them to stockpile on revives. It would be an upgrade with alternative crafting materials that is relevant mostly for new players, and life giving amulets won't loose value because it's something that doesn't need ally to be present to use. It's important for newbies to not be on path of death loops due to decreased maximum stats, and that way Wortox would help them even if he is away for a while. I want people to be able to use twintaled heart without me being tied to them. I could use life giving amulets, sure, but isn't it the whole point of Life bringer I and II to bring alternative?

* I'm not sure if it's a bug of feature, but when ally squeezes twintailed heart and teleports, souls are released but don't heal. Wortox can heal ally quickly afterwards, sure, but it feels weird extra step on top of being inconsistent. I can accept if it's considered too strong or something for ally to both teleport and heal, especially if twintailed heart didn't spoil, but wouldn't it be fine for ally to have a choice of either using it as a ticket or as healing bomb? I really like the idea of giving people such a present. If it spoils, it somewhat imposes a need to use it or else it goes to waste; but if it doesn't, it becomes valuable present which would be nice to keep, and even if this Wortox is nowhere near for a long time or even is long gone from the server, his effort to help still has a chance to connect in full force. Of cource I can be nice by making 10-ish healing salves, but wouldn't it be cool to gift health for emergencies as nice Wortox?

1 hour ago, asdsaax said:

There's a reason behind spoilage
it's to avoid Wortox being a swap character because his hearts can be used by anyone for revives

Does the fact that anyone can use Wigfrid's helmets make her swap character? Does anyone swap to Woodie and back for cheap walking canes? Is Wormwood a swap character only because anyone can use bramble husk?

It is possible to do it, but it's not really worth it. However, it's part of the appeal of those abilities in multiplayer invironment: while their effect is not that huge and it's replacable, it's a small but noticebly positive thing player can share with team without imposing too much restrictions on them. It's not the level of Warly's dishes (well, one particular jelly), the fact that those abilities can be shared actually makes them more applealing, and it would hurt them if they were less usable than currently due to spoilage or requirement for crafter to be present nearby. People only swap to Warly but not play him because they don't like to play as him, should his food be less powerful, he would be "forgotten" character instead of "swap" one (just like Walter was before skill tree). Nobody would have a problem with Warly if his gameplay offered significant variety compared to Wilson with his dishes, nobody would have a problem with Wonkey if he wasn't stripping players from uniqueness of characters they originally chosen. I'm saying this as long-time Warly player, and sadly I have to admit that my playtime as him is a thing of the past. Wortox is in much better state than Warly or Winona pre-skilltree. Not to mention that this is a problem of character not being interesting enough, not their item being good. Wortox's twintailed hearts are more like Wigfrid's helmets than volt goat jelly: there are many alternatives to both revives and healing, and by that logic any character that can farm glands/health/grass/nitre or red gems a bit easier is a swap character. You know what else player can do? As Wormwood mass-craft living logs that everyone can use, and continue to enjoy the character, as well as their help persisting even through long absence or disconnect. And it feels great! I like the fact that my help can be of more independant type, I enjoy helping like that as Wigfrid, Wormwood, etc. Ability to share is sometimes the only thing that makes ability just interesting enough to use: for example, I never build sisturn as solo Wendy and won't ever build in the future, but I built one on public servers whenever I could because other people could use sanity aura and other Wendies could use faster levelling up of Abigail.

2 hours ago, Pig Princess said:

Does the fact that anyone can use Wigfrid's helmets make her swap character? Does anyone swap to Woodie and back for cheap walking canes? Is Wormwood a swap character only because anyone can use bramble husk?

It is possible to do it, but it's not really worth it. However, it's part of the appeal of those abilities in multiplayer invironment: while their effect is not that huge and it's replacable, it's a small but noticebly positive thing player can share with team without imposing too much restrictions on them. It's not the level of Warly's dishes (well, one particular jelly), the fact that those abilities can be shared actually makes them more applealing, and it would hurt them if they were less usable than currently due to spoilage or requirement for crafter to be present nearby. People only swap to Warly but not play him because they don't like to play as him, should his food be less powerful, he would be "forgotten" character instead of "swap" one (just like Walter was before skill tree). Nobody would have a problem with Warly if his gameplay offered significant variety compared to Wilson with his dishes, nobody would have a problem with Wonkey if he wasn't stripping players from uniqueness of characters they originally chosen. I'm saying this as long-time Warly player, and sadly I have to admit that my playtime as him is a thing of the past. Wortox is in much better state than Warly or Winona pre-skilltree. Not to mention that this is a problem of character not being interesting enough, not their item being good. Wortox's twintailed hearts are more like Wigfrid's helmets than volt goat jelly: there are many alternatives to both revives and healing, and by that logic any character that can farm glands/health/grass/nitre or red gems a bit easier is a swap character. You know what else player can do? As Wormwood mass-craft living logs that everyone can use, and continue to enjoy the character, as well as their help persisting even through long absence or disconnect. And it feels great! I like the fact that my help can be of more independant type, I enjoy helping like that as Wigfrid, Wormwood, etc. Ability to share is sometimes the only thing that makes ability just interesting enough to use: for example, I never build sisturn as solo Wendy and won't ever build in the future, but I built one on public servers whenever I could because other people could use sanity aura and other Wendies could use faster levelling up of Abigail.

I mean those items still have durability, consume resources and eventually will need replenishing which makes presence of their respective owners necessary sooner or later

meanwhile twintails come for absolutely free, because they don't tax you anything material so you could spam then indefinitely
I think having a spoilage, for not consuming anything is a fair downside, which you can still counter with bundling wraps that you earn for killing Bee Queen
and that makes for a healthy rewarding dynamic

so I can see why Klei made them perishable and personally I'm not bothered by it because you can still extend/preserve their durability on top of having 80 minutes to use them

I hope Klei keeps their items and abilities at least a little interesting and demanding
so solutions to the problems and challenges of that game remain meaningful

i find the heart spoilage odd, but it's easily countered by bundles so i don't mind it that much. it's annoying early game for sure though, i wouldn't mind it either way but i don't particularly like it either.

i think the hearts having different uses depending on if you made it or not is good though (like being able to use it for mass burst healing if you made it, and being able to tp with it if you were given it) i think its fun, and its pretty rare that youd want to use it for burst healing from my experience so i don't mind that i have to be there for it

i dont realy understand the spoilage, i mean even without spoilage, i dont feel like its that much better then just makin a telltale heart for revvivng function

It should spoil because I don't like the idea of precrafting a ton of these so that people can freely grab one and teleport across the map wherever they want whenever they want. 

3 hours ago, asdsaax said:

I mean those items still have durability, consume resources and eventually will need replenishing which makes presence of their respective owners necessary sooner or later

Twintail heart is all of these. It has a durability of 1, it consumes resources of souls, and it will need replenishing when it runs out. The part that's too good for them to be unperishable is the teleport, not the revive.

1 hour ago, Cheggf said:

Twintail heart is all of these. It has a durability of 1, it consumes resources of souls, and it will need replenishing when it runs out. The part that's too good for them to be unperishable is the teleport, not the revive.

and how will you use the teleport when the Wortox is gone?
We were talking about the hearts as swap item and cheap mass spam being the reason behind spoilage

it's easier to see the problem, when you notice that souls aren't equal to gold, rocks and living logs when it comes to availability
or ease of obtaining them

also spoilage of hearts when Wortox is present doesn't matter because he can just... hop to you and give you a new one
so no, teleportation isn't the reason behind it

spoilage will affect you only when there's no Wortox to make new hearts

If it didn’t have spoilage, it would be broken op.

 

Imagine spamming them in base. Anyone can revive people using them, so everyone is now immortal and has Wortox teleports.

5 hours ago, asdsaax said:

I mean those items still have durability, consume resources and eventually will need replenishing which makes presence of their respective owners necessary sooner or later

Twintailed heart also needs resources to craft and doesn't consume any more or less resources for keeping it than battle helmet, bramble husk, etc., and it won't change whether it spoils or not. The difference is that those items exist normally while twintailed heart is going to completely disappear after 10 days and before that it becomes gradually less useful.

Twintailed heart has durability of 1 use, whether it spoils or not. It's useless if you don't squeeze it, pretty much like battle helmet is if you don't wear it. It literally just takes up inventory space until you consume it, and each heart needs separate slot, by the way. Yet bramble husk can even perform small functions for non-Wormwood players without loosing durability: ability to pick without damage damaging plants like cacti and spiky bushes. And even if you never use for that, armor waits for however long it takes player to need it and start using it, it doesn't have any nonsence like loss of protection percentage over time or durability drain if it is not used. There is a reason why purely wearing armor doesn't drain it's durability, but wearing clothes does. Telltale hearts and life giving amulets don't spoil because they are doing nothing but taking space if they are not used. Same is true for dedicated healing (not food, because, well, it's food): healing salves (and it's upgrade), honey poultice, Walter's new craft all don't spoil, and they all do nothing if they are not consumed. Twintailed heart is the same as those items - it's dedicated healing.

And once used, twintailed heart needs replenishing perfectly fine, it is consumed upon usage just like healing, armor, food, etc. It's not like you can use it for free like some watches. Twintailed heart will be fine if it doesn't spoil. It actually needs to not spoil for it to be competitive with generic options, otherwise I can just use generic life giving amulets and healing items to achieve what I want. But why would I bother and pick life bringer branch at all in this case? 

5 hours ago, asdsaax said:

don't tax you anything material so you could spam then indefinitely

It actually costs souls. By that logic you can spam indefinitely helmets, husks, etc.

And souls are a resouce, there is a reason it was faster to explore normally before soul echo was introduced, there is a reason why extra soul echo branch is a must pick. There is a reason why people are happy with ways to get souls faster like soul decoy or soul pierce or shadow affinity skill. It all helps to fix Wortox's economy and it needed to be fixed exactly because souls are not free. 

I don't propose for everyone to be able to craft it either. 

5 hours ago, asdsaax said:

still extend/preserve their durability on top of having 80 minutes to use them

Impractical. If I have a bundle, I can bundle dozens more stackable/perishable or just different and generic items. Not to mention that during those 80 minutes heart gradually loose their value. 

2 hours ago, Cheggf said:

It should spoil because I don't like the idea of precrafting a ton of these so that people can freely grab one and teleport across the map wherever they want whenever they want. 

How do you feel about pre-crafting helmets, husks, canes, etc.? Isn't the whole point of tharing - for people to use it? 

So long as character is interesting to play, people are going to play the character, just like they do so in case Wigfrid, Wormwood, Woodie, etc. 

5 minutes ago, Jakepeng99 said:

If it didn’t have spoilage, it would be broken op.

Imagine telltale heart and healing salves and armor having no spoilage. Oh wait... 

4 minutes ago, Pig Princess said:

It actually costs souls. By that logic you can spam indefinitely helmets, husks, etc.

And souls are a resouce, there is a reason it was faster to explore normally before soul echo was introduced, there is a reason why extra soul echo branch is a must pick. There is a reason why people are happy with ways to get souls faster like soul decoy or soul pierce or shadow affinity skill. It all helps to fix Wortox's economy and it needed to be fixed exactly because souls are not free. 

Souls are extremely easy to mass farm. Just go to a bee biome or spiders

9 minutes ago, Jakepeng99 said:

Imagine spamming them in base. Anyone can revive people using them, so everyone is now immortal and has Wortox teleports.

Telltale hearts, armor and healing should be banned then? 

You'd rather dedicate your efforts to really broken things like Wanda's watches, because you don't even need to spam them, you just use it for free. 

5 minutes ago, Pig Princess said:

Imagine telltale heart and healing salves and armor having no spoilage. Oh wait... 

that’s an extremely poor comparison.

Tell tale hearts cost 40hp, 3 grass and a gland, as well as having a downside of health.

and why are you mentioning armour? How is it relevant?

Just now, Pig Princess said:

Telltale hearts, armor and healing should be banned then? 

You'd rather dedicate you efforts to really broken things like Wanda's clocks, because you don't even need to spam them, you just use it for free. 

?

17 minutes ago, Pig Princess said:

It actually costs souls. By that logic you can spam indefinitely helmets, husks, etc.

 

2 hours ago, Cheggf said:

, it consumes resources of souls,

 

Is this how u guys imagine that bramblehusks and helmets are made?

45 minutes ago, Jakepeng99 said:

Tell tale hearts cost 40hp, 3 grass and a gland, as well as having a downside of health.

and why are you mentioning armour? How is it relevant?

Souls need time and have opportunity cost. Again, if they were free, nobody would find a value in skills that extend them, and yet it's universal agreement that second soul echo is a must-pick. Before souls were made cheaper through introduction of soul echo and skill tree, it was really not better than playing normally and using beefalo. 

I mention armor because Wigfrid's helmets and bramble husks can be also used by anyone and they don't spoil until they are needed. It's perfectly fine for them to not loose durability if they don't do anything, and loose it upon performing their function. They are fine like that despite being character-specific craft. In my first response to the post that is no longer there for some reason I addressed "swap character" arguement. Nether helms, nor husks, Woodie canes or something don't make corresponding character swap characters. On the contrary, ability to share those items gives them more value, which is my point. I want to share hearts properly, so people can use them once they need them.

Hearts would be OP if instead of being consumed they would go on cooldown. Or if they both didn't spoil and were stackable and were cheaper. Currenly anyone can use generic revives and healing for what I'm trying to suggest. Anyone can rebuild lazy deserter, or even build net of those. I want this skill to be relevant past the first summer and overall just be worth to use. I want viable nice builds and not feel like I'm shooting myself in the knee. 

32 minutes ago, asdsaax said:

Is this how u guys imagine that bramblehusks and helmets are made?

Souls are used on so much more things than hearts. And do you think helmets are difficult? Gold is literally more abundant than rocks and sometimes even flint on public servers after first ruins rush. Rocks are scarce only before stonefruits or before someone visits the caves. Living logs are as easy as crafting them and using tons of rot in wilderness, or sleeping. Red gems might be an issue if people consume their crafts a lot and ruins are cleared already, but that should be a niche twintailed hearts fill, shouldn't it? 

This video also doesn't take into account the fact that you need to return to bees, that you use souls on other things than hearts, that there are easy alternatives to souls, and that spoilage doesn't make hearts more expensive or interesting to use, it just discourages their usage. All it does is it makes Wortox to craft heart right before using, or refreshing hearts. But at this point I might as well just use generic non-spoilable item, or heal with souls themselves instead of heart, and in case teleport anyone can craft lazy deserter. Lazy deserter is useless solo, pretty much like this heart is, but in multiplayer it does it's job fine: one can use pre-crafted one and hammer it after usage, or one can put several ones across the map so everyone can use them even without blueprints.

By the way, if cost is a problem - which is not, actually, but lets assume it is for the sake of arguement - shouldn't cost be adjusted, not item be made less convenient/more replacable with generic crafts? The fact that heart spoils doesn't make it harder to use if Wortox is nearby. It can theoretically make people refresh it and use bundles, but nobody actually would bother to bundle it because there are plenty of more powerful alternatives to bundle and because nobody is going to craft perishable for emergency and telltale hearts/life giving amulets are going to be crafter instead. Teleport is useless without Wortox present. 

Yes, there is a big problem with wortox.After spending 5 skill points, you get 1 item that is poorly developed.I've already written my opinion on this, so I don't want to repeat myself.

1 hour ago, Jakepeng99 said:

Tell tale hearts cost 40hp, 3 grass and a gland, as well as having a downside of health.

 

1 hour ago, Jakepeng99 said:

Souls are extremely easy to mass farm. Just go to a bee biome or spiders

By the way, arguement of just going to spiders can be used backwards. Just go there and get glands, and use their silk in the form of tent for health or glands for health. Are we talking about 3 grass being immense cost? And while player has to actively fight for souls and work around their limits, glands are just lying on the ground from mob wars waiting to be picked by anyone. Bee stingers can be used for ash if one feels like boosting gland's healing at the cost of rocks, or even seeds to ash conversion does the job just fine.

Not having downside of maximum health of revive is the whole point of twintailed hearts as revive item. It's why it's viewed as advantage (again, the better players are at the game, the less they even need any revives in the first place). My point is that revive is emergency, it's not something one uses constantly like food, it just doesn't work for revive item to be spoilable, or for dedicated healing item be spoilable - the moment it gains spoilage it starts to compete with food which is stackable, easy to mass-produce and can also be bundled; it looses it's niche of being emergency tool due to absence of spoilage).

By the way other revives/dedicated healing items/booster shot also don't spoil and work perfectly fine, they would be worse if they spoiled, nobody would use them (or would but when absolutely forced to due to lack of alternatives; and people would just keep non-spoiling materials as workaround to their spoilage). They exist as is and developers are fine with them. They don't trivialise managing stats, or food, or anything else really. 

7 hours ago, asdsaax said:

 

 

Is this how u guys imagine that bramblehusks and helmets are made?

I imagine that's how telltale hearts are made, which already revive people.

7 hours ago, Pig Princess said:

How do you feel about pre-crafting helmets, husks, canes, etc.? Isn't the whole point of tharing - for people to use it? 

So long as character is interesting to play, people are going to play the character, just like they do so in case Wigfrid, Wormwood, Woodie, etc. 

Those aren't teleporting. Teleporting is like 1,000 walking canes put together. 

8 hours ago, asdsaax said:

and how will you use the teleport when the Wortox is gone?
We were talking about the hearts as swap item and cheap mass spam being the reason behind spoilage

No, you're talking about why the item is spoiling, and you're giving your own reason for why you think it is which I disagree with. The thread is titled "Twintailed heart: does it really need spoilage?", not "A discussion on whether or not Wortox is a swap character". I don't care about whether or not anyone calls someone a swap character because literally everyone is a "swap character" and it's a completely pointless term.

8 hours ago, Pig Princess said:

You'd rather dedicate your efforts to really broken things like Wanda's watches, because you don't even need to spam them, you just use it for free. 

wanda's clocks are WAY more expensive than twintailed hearts. they are incredibly easy to mass produce if you have a good soul farming setup. you have to go into ruins in order to make any clock, for one. they are not comparable, and Wanda is not a character that others should be compared to in general because she works veeeery differently.

8 hours ago, Pig Princess said:

It can theoretically make people refresh it and use bundles, but nobody actually would bother to bundle it because there are plenty of more powerful alternatives to bundle and because nobody is going to craft perishable for emergency and telltale hearts/life giving amulets are going to be crafter instead. Teleport is useless without Wortox present. 

i was giving my friend bundles upon bundles of them. every time he used one heart up, i had another two or three hearts to give back to him. the spoilage is really only an issue in earlygame, you can give people bundles of four twintailed hearts and they will never spoil as long as they're repackaged after use. if they don't have the blueprint yet, ideally they are teleporting to somebody who does...

i make them whenever im soul farming or trying to avoid overload, and i don't run soul jars. that definitely factors in to why i specifically have so many all the time. but... the point of bundles is to only unbundle stuff when you need it - you shouldnt have it outside of the bundle for long enough that it loses any efficiency, if that's the strat that you're doing.

either way, i don't think a lot of these items are comparable. Twintailed Hearts are better than Telltale Hearts (well, in theory) because they don't give you respawn penalty (in theory) while telltale hearts do, a repurposed 10 soul burst heal is much more powerful than other healing items and extremely effective in groups, and they are not comparable to armor in the slightest.

im not using them for revives though, i agree on that end - life giving amulets are super cheap and convenient. i think i'd like it if you could possess twintailed hearts to revive - maybe they still wont be as good as life amulets but it'd make it more enticing to use. i have to keep telling people not to use my twintailed hearts to revive though LOL.

i think that's about the only buff i could see to them outside of just condensing the skills, though, i think they're in a pretty good spot beyond the point cost. the spoilage is odd, but its pretty easy to adapt to.

also, yeah, nobody's going to swap to and off of twintailed hearts, they can't be used at all if the person who made them isnt in the server or if they swap off of that perk (or swap characters). MAYBE if others could squeeze the souls out of them, but i think that would be odd for them to change anyways. i'm ok with them only being able to be utilized properly if wortox is there, just because of the nature of the item and what you realistically use it for.

8 hours ago, Jakepeng99 said:

If it didn’t have spoilage, it would be broken op.

 

Imagine spamming them in base. Anyone can revive people using them, so everyone is now immortal and has Wortox teleports.

sometimes i question your way of thinkin, how is it op then just for the wortox to show up in base 1 day and drouping 2 souls? wich heals depending on how many players but still around 30-40 health, and anyone can revive people by just....telltale hearts, red amulet, meat effigy, wandas second chance watch wich dont spoil and can be haunted, and now wendys meat effigy thingy too, litteraly wortox unique revvive items is outclassed by a telltale heart, alsol if i remember, wortox needs a skill to not alsol give health penality, and the teleport only makes them were wortox currently is wich may not even work at times or not very desireable

9 hours ago, Jakepeng99 said:

If it didn’t have spoilage, it would be broken op.

 

Imagine spamming them in base. Anyone can revive people using them, so everyone is now immortal and has Wortox teleports.

Well, no. 

For starters if other people used it they would get the health penalty, and at that point Wortox would get better mileage making tell take hearts, healing with 2 souls, and making another.

And second, Wortox has to be present for that teleport to work, so like.... It's just a lazy deserter at that point minus the sanity loss.

Conceptually, I don't like it. Souls don't usually spoil in the constant. 

If you don't want it as a swap item, it probably shouldn't be able to be put in bundle wrap but I don't really see the point. Without wortox, it's just a telltale, crazy cheap item.

Its a handy group teleport/heal, but it doesn't make the souls heal more. after 30 min, it's healing for half. It costs 30 soul hops per player to hop to you, so it's hard to call it cheap compared to what he can do with 10 souls.

It saves a little time early game, but rot, stingers, and nitre are usually grabbed in bulk. 1 and 2 really just replace two very basic crafts. 3 is where the perk gets good. But man. 3 insight is expensive to make a skill work. Why up the cost by repeating the craft every hour. Especially when the strat of bundle wrap circumvents the spoilage.

It doesn't serve to stop or limit anything effectively, and it's comparatively kind of expensive.

Now I know souls are mostly free, but if we look at it in practice it can get real expensive real quick. Imagine your friend wurt is in the swamp, and your pal Maxwell is heading to base at pig King. You notice winter is coming, time for Fly. Oh no, it's far away from everyone. You didn't get bundle wrap yet, and you lost track of time. No one told you their hearts were expired. Now you have to teleport to each of them, maybe 5-10 souls to get to them, another 20 souls to bring them to the fight, 5 more to get there yourself. Cool, flights over, everyone's great, no one needs heals. Now it's time to go back. They don't want to walk. It was worth teleporting them out, so the distance back should be worth a teleport too. So another 20 souls for hearts, another 5 to 10 to get them back, and save enough to get back to your farm.

While the price for one heart is pretty cheap, i wanted to use this example to show that it can add up pretty fast, even without heals.

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