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8 hours ago, Dingle said:

I wonder if Soul Bastion II does anything solo now... will check when I can.

Sounds like it doesn't. Kind of disappointing if 7 of his skills do basically nothing outside multiplayer. (And all on one branch, considering the inclination mechanic.) Was hoping for it to heal followers, which might actually be worth investing 4 points into.

Edited by Bumber64
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30 minutes ago, Bumber64 said:

Was hoping for it to heal followers, which might actually be worth investing 4 points into.

yea itd actually fit into his nice inclination perks. quite literally anything done would be better than what they did to ''''buff'''' it

4 hours ago, Cassielu said:

BEST SKILLTREE EVER

its cool but these 'buffs' are not worth freaking out over lol. 

2 hours ago, Frosty_Mentos said:

So far they have the clunkiest condition of needing a wet target but without direct weather control the mechanic is essentially useless.

wicker exclusive lol

2 hours ago, Frosty_Mentos said:

I do like the idea of electric weapons having hit stun increase, maybe it could also delay attacks from enemies when using morning star? 

feels so weird they specifically buffed the projectiles and not morning star. absolutely just to buff walter (and wicker if you want to farm feathers), but excluding the melee versions kinda stupid

1 hour ago, flamboyant wolf said:

and give Walter some synergy between shock&ice rounds.

itd give walter something other than slow + shoot. i doubt ice will get that side effect tho, klei hasnt been receptive of good ideas for a long time

  • Like 2
1 hour ago, flamboyant wolf said:

Freezing in general applying temporary wetness could be cool. Would make electric stuff more reliable, and give Walter some synergy between shock&ice rounds.

We needed electric weapon damage boost condition to be useful forever ago in DST ngl. Anything to make magic more useful, build synergies and item combos to have more effective use.

  • Like 1
5 hours ago, Y0sH said:

WORTOX CHANGES??!!! With the Knabsack x Bugnet Collab?!? I haven't been able to play yet, is it as groundbreaking as we all hoped it'll be?

It mass captures creatures who can be captured so yea it's pretty amazing for a jar alternative or just to use in addition to jars. Decoys are a lot stronger at their peak now too dealing 95 damage when maxed out.

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34 minutes ago, Mysterious box said:

It mass captures creatures who can be captured so yea it's pretty amazing for a jar alternative or just to use in addition to jars. Decoys are a lot stronger at their peak now too dealing 95 damage when maxed out.

What?? Do you mean it has an AOE capture?

10 hours ago, V2C said:

Beefalos will no longer buck you off to become domesticated when you feed them while mounted.  They will become domesticated the next time you dismount and feed them.

Can someone explain to me this change? I have trouble understanding what this change means.

Does the first sentence mean that if you feed a beefalo while reaching 100% domestication it no longer force to buck you off? From what I know that the transformation happens if your not riding and you feed it after 100% domestication.

Does this mean that now when you feed them at 100% domestication while riding nothing happens, but the beef only changes the same way if you feed it at 100% domestication while not riding it.

2 hours ago, Y0sH said:

Now we need a way to be able to create Killer Bee Hives. Not having that Biome is a severe quality of life hit when playing Wortox. 

This would also have been amazing when I was a new player. I'd lure hounds to killer bee hives to save myself. I'd even lure deerclops to them, though this of course didn't work that well lol.

13 hours ago, V2C said:

Wortox:

  • Soul Decoy II will now deal some damage to the target that hit it directly.
  • Reaching Souls II will no longer make Souls attract faster, and will now make dropped Souls move towards the most hurt player nearby.
  • Soul Bastion II will now also enhance the Soul's speed provided from Reaching Souls II.
  • Knabsack's efficiency for picking up items has been increased for big hauls.
  • Knabsack may now be used as a Bug Net.
     

They threw a piece of meat.I'm not buying it (I don't think it's an important change.Everything will remain as it was).

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Can anyone please tell me what's the difference between these two changes? From this update:

13 hours ago, V2C said:

Big Woby no longer sits unless you tell her to “Stay”.

And from previous update:

Quote

Woby’s “Stay” will automatically turn off whenever she is mounted.

I think I'm too dumb

Ok I'm back from some early testing with the Knabsack. One bee hive/killer bee hive using the AOE catch feature takes the Knabsack from 100% to 70% meaning using it as a bugnet does indeed take 5% durability per bee captured (6 in this case). This absolutely decimates the Knabsack if you're in any situation that there are more than one Killer bee hive which is most likely to happen because they're more prone to spawning in groups. I suggest this be lowered to something like 2.5 per bugnet use or maybe 3? 

Soul Decoy II: Seems a little inconsistent for example in my test I had a group of 5 spiders using only Soul Decoy II. In this test I soul hopped and the spider that hit the decoy didn't always receive the damage from the decoy. It actually seems like if the mob (spider in this case) is pushed away a small way from the deco after hitting it that a completely different mob will receive the damage. This is especially bad because of the low 25 dmg the soul decoy seems to do even with 100+ held souls. For this I suggest making sure the mob that damages the Soul Decoy takes the damage 100% of the time and maybe increase the damage to Max Decoy III damage but only specific to the mob that hit the Decoy (NO AOE).

3 hours ago, Reiko24 said:

What?? Do you mean it has an AOE capture?

It actually seems rather clunky at the moment, It seems that you have to click one specific mob, in my case a killer bee to get it to AOE grab the other bugs in the area. I can't seem to find that option to have the Knabsack linked to the Spacebar like we had earlier in the Beta. We did have that option right? or am I having a stroke? I suggest we have an option to hold spacebar to grab mobs in the area while holding the Knabsack but I don't know how this will work with bees AND items on the ground. This would presumably destroy the durability with the Knabsack if you accidently pick up honey and stingers while only trying to catch the bees. I think the AOE bugnet radius needs a small increase as well.

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9 minutes ago, Y0sH said:

It actually seems rather clunky at the moment, It seems that you have to click one specific mob, in my case a killer bee to get it to AOE grab the other bugs in the area. I can't seem to find that option to have the Knabsack linked to the Spacebar like we had earlier in the Beta. We did have that option right? or am I having a stroke? I suggest we have an option to hold spacebar to grab mobs in the area while holding the Knabsack but I don't know how this will work with bees AND items on the ground. This would presumably destroy the durability with the Knabsack if you accidently pick up honey and stingers while only trying to catch the bees. I think the AOE bugnet radius needs a small increase as well.

they removed it at some point, but jesse said they would re-add it today:

11 hours ago, JesseB_Klei said:

This will be on the action key for the update launch.

  • Thanks 1
2 minutes ago, crushcircuit said:

they removed it at some point, but jesse said they would re-add it today:

Ahh, thanks. I didn't see that. I think the new changes are pretty good for Wortox and very welcomed but they seem to be extremely undertuned at the moment. Like Soul Decoy II not doing the damage specific to the mob that hits it feels bad and so does the damage as for the Knabsack the spacebar thing coming back is great but 5% per mob caught is heavy considering the scenarios you'll most likely be in while trying to use it as a bugnet.

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36 minutes ago, Biskit said:

Can anyone please tell me what's the difference between these two changes? From this update:

And from previous update:

I think I'm too dumb

I want to say it removes the idle animation Woby does?

I'm not 100% sure, but that's what it sounds like, because whenever Woby does her idle animation it makes her unable to run to you until she finishes the whole animation. 

 

In the previous update the stay command made Woby stop being infinitely sitting when you dismount her. But they changed it to make her move around after you dismount because people were using it to negate the Woby buck punishment.

 

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1 hour ago, crushcircuit said:

they removed it at some point, but jesse said they would re-add it today:

Really more surprised they haven't updated wortox's controls for teleport on console. For the PC users who don't know, Wortox's "teleport" is actual garbage. It hops the same way that wigfred, Walter, and wendy. Button press jumps max distance, only in forward direction. The circle tech doesn't work (game preference is bad enough by default that by the time you teleport, it snaps to max distance).

The skill tree is pretty obviously not balanced around that. The soup pierce, decoy, and both affinities don't work as intended. This is trash. Really can't believe it's releasing as is. What's the excuse? You didn't have time to fix this?? It's been months! It was brought to your attention since the start of beta! With next to no changes to his tree, how is this not done by now? you think it's ready to release on every platform? How?? Try it out, there's no excuse for a developer to be unaware of such a huge imbalance!

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10 hours ago, SilverSpoon said:

Indeed, I couldn't copy other part of your power like "Put a pea in nostril and shoot it out the other nostril".

please, stop it with your lies, its not cool to lie about what others can do, especialy if its something of that cringe kind....bytheway, this made me lose more respect to you because of lies

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