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So, Wortox has a very cool Skill Tree design. But in my opinion, there is a small piece missing: Balancing the scales perfectly.

A player is rewarded for putting 3 Skill Points (or 2 when choosing an affinity) more on either side of the scale for a bonus perk being activated. Being not that invested in either side doesn't provide a special benefit - and I think that's perfectly fine. But what if someone balances the scales out exactly in the middle? This could be rewarded as well. And if it's too easy to start with 0 skill points and immediately receive such a bonus, there could be a requirement to having at least X Skill points spent on the whole tree.

It would give a cool flavor for people who want to keep a perfect balance between their nice and naughty sides.

As for the perks effect, I haven't thought of anything specific yet, but I could soon provide a few ideas if there is enough curiosity for that.

  • Sanity 1
On 8/9/2025 at 10:03 AM, hyouriku said:

So, Wortox has a very cool Skill Tree design. But in my opinion, there is a small piece missing: Balancing the scales perfectly.

A player is rewarded for putting 3 Skill Points (or 2 when choosing an affinity) more on either side of the scale for a bonus perk being activated. Being not that invested in either side doesn't provide a special benefit - and I think that's perfectly fine. But what if someone balances the scales out exactly in the middle? This could be rewarded as well. And if it's too easy to start with 0 skill points and immediately receive such a bonus, there could be a requirement to having at least X Skill points spent on the whole tree.

It would give a cool flavor for people who want to keep a perfect balance between their nice and naughty sides.

As for the perks effect, I haven't thought of anything specific yet, but I could soon provide a few ideas if there is enough curiosity for that.

I’m curious

On 8/11/2025 at 1:43 AM, Dr.Webber said:

I’m curious

Interesting, I didn't see a new post when I checked a few days ago.

There are various possibilities for buffs. I think of either combining some nice/naughty effects together or adding something completely different. Beneath, I share a few of those I had, with them becoming increasingly stronger. I do not mean for Wortox to become insanely OP, I am just sharing stuff that randomly crossed my mind. Maybe it inspires someone for a different, great idea.

1st idea (passive): Wortox is in a balanced state, and this can be felt by others, too.

  • He won't be seen as a monster anymore (neutral to pigs, for example)
  • He will be seen as a bigger threat (enemies build faster aggro towards Wortox)
  • Eating a soul terrifies weaker enemies, moving back by 1-3 tiles (doesn't work on bosses and soulless enemies)

2nd idea (passive/active): Accepting both of his sides, Wortox is able to shift between being naughty or nice freely.

  • Eating/Releasing Souls 3 times in a row changes his attitude towards nice/naughty. (3x eating or 3x releasing without doing the other in between)
  • Benefits the player from either the naughty or nice scale.
  • Wortox can practically change the scale towards either side he pleases.

3rd idea (active): Seeing the Souls worth, Wortox is able to use his captured souls more effectively.

  • Souls released by Wortox by squeezing a Twintailed Heart (Lifebringer III) [will do now either one of those, not all together]
  1. now create an explosive healing wave, damaging enemies as well as healing nearby allies.
  2. now form a stronger Soul Decoy.
    • The Soul Decoy follows Wortox, imitating his (non soul-using) doings.
      • It attacks the same target for low damage.
      • It helps with chopping/mining/harvesting close to Wortox.
    • The decoy lasts for a limited time
    • Only X stronger Soul Decoys will be there at the same time
  • Souls escaping Wortox' Soul Jar (when Wortox isn't holding it) will now heal nearby allies
  • Like 1

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