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Found 45 results

  1. Personally I love where Woodie is at with the rework but I do keep facing one problem when playing with him. Every full moon I seem to have the luck to face the Hounds and when the transformation meter runs out, Woodie has to go through a really long transformation animation back to human which is a moment the hounds get me. A pretty fatal moment I say considering I cant wear armor as multiple hounds take a good chunk out of me because of that animation.... Would it be possible to consider making his transformation back to human faster? PS: I love the goose form <3
  2. I just liked goose form of woodie. Its make discovery very easy at the start of game. Beaver is classic and makes wood farming pretty easy. But the moose is not for fighting. Creatures can hit you when you charge on them, you are too slow to run away, you can't dodge, hit power is low so this form is pretty useless if you don't use him for spider farming. Spider farming is not big problem if you are Wendy* (Abigail), Wigfrid (power) , Wolfgang (power) , Webber** (fakeattack), Wickerbottom (books) and even Wes with tooth trap. And to be honest Woodie sucks at the spider farming too, because spider usually spawns in forests and charging in the forest is just suicide. Trees slows you down and spiders eats your hairy lumberjack butt. Aaaand I think we need one more small update for woodie. Maybe we should able to break 4-5 tree with moose form. Maybe more of tree or doing this again and again should make him slow. If they do that thing I say, It's would be pretty. (Sorry for my english)
  3. Went on a bit of a spree recently indulging in drawing some Woodie fanart to celebrate his rework haha Pretty short post but I'm really happy with how all o' these came out. Enjoy and feel free to leave any comments and thoughts!~ You can find more of my stuff on twitter under @smokinchips (but please don't if you don't wanna see nsfw stuffs or are under 18 bc I gave up managing 2 accounts! xo) To start, here's a short story comic (to try/practice making comics haha) on how Woodie got his new forms / a bit of backstory speculation~ And next... A plucky Weregoose jumping ship from a doomed vessel to fight the towering tides of the storm alone - followed by last of all, a fierce Weremoose charging headfirst into piles of fiery leaves and pitiful little spiders!!
  4. Just wondering since I got all excited about the hotfix to notice that goose is still a ball sack with wings.
  5. This is not just a rework feedback, but a reaction to the changes done recently in addition to the rework. Feedback Synopsis With these changes, Woodie feels like 'the' team character with an arsenal lending itself to various activities with worthwhile returns and drawbacks that can be effectively mitigated with friends and effective team composition nicely emphasizing the 'together' in Don't Starve. Each form feels strong, iconic, and worthwhile. Really love the game and the care the Developers have for the changes and hope to see more of what this design philosophy will bring. Pros Weregoose being able to stride atop water is outstanding and with the increased timer makes woodie the definitive scout in this form. Weremoose is strong, pairs well with Wortox with a 90% reduction (especially good vs Bearger). Werebeaver still an effective clearer of forests. Hunger level makes sense and feels right as a tradeoff for these forms. Neutral Werebeaver now, given the other forms, feels as if it should be better at something other than just clearing trees, as woodie's base form already does this very well. This can stay as is and I would still be very happy overall with Woodie. Hunger level being at say 5 rather than 0 post transformation would probably go a long way towards making solo play more viable -- As it is now, I currently see Weremoose as strictly a team based form, which I am perfectly fine with. (Woodie + Wortox + Wormwood, notably work well together). Lack of an overt downside. The aforementioned hunger issue from using the idol is more of a tradeoff / cost of using them than a downside. As it is woodie's only downside is the unwanted transformation during full moon. Maybe some downside involving Lucy / Sanity / Lunacy? Con Weremoose charge. Still not sure what I'm supposed to do with it. Given the time it costs to use, it really feels like it should do more damage. Would like to maybe see a charge-only based fight being viable, with high risk (e.g. if you miss / hit something else it also costs health), I leave this one to the devs. The sluggishness of movement in this form makes dodging impractical so you really want to plant and dish out as much as you can which means not even bothering with the charge, for the most part, which is unfortunate. I get the sense the slowness is there to suggest movement via the charge, but as it is, it just feels like anti-synergy All in all, while I would happily receive any additional effort put towards the charge mechanic, I am ecstatic about the changes and enjoy Woodie now. Thank you Klei.
  6. Woodie Video

    To get right into it, I did like Woodie's video, though I felt mixed feelings with it. I've been looking forward to getting some shred of concrete lore on his background for years now, and I'll admit I felt a bit cheated/disappointed when I saw his video. On the other hand, I did think it was pretty funny how something as extreme as being cursed to turn into icon Canadian animals, and having a sentient talking ax, are sort of a "meh" background that the setting doesn't think needs any further explaining. The Constant is a pretty weird world anyway, but I thought there was something wry about that. Anyway, I overall have positive feelings towards the video, but I really, reeeeally want something concrete on Woodie. Please Klei, I'll sacrifice as many rabbits, filthy birds, and potato cups as it takes. I just wanted to bring up a few things I liked in particular. - The music was perfect. Honestly, does anyone else want to get a gramophone in the game to blast that theme in their camp? I've wanted to build a fur-trader's post or lumber camp in the game for a while, but this song makes me want to build pig cabins, give all of them catcoon caps, hoist a Canadian flag and wolf down some flapjacks while clear-cutting a forest. It was sooo good. I thought it sounded classic "Outdoorsmany" and Paul Bunyan-like. - The art style. It was a little off compared to the other ones we've gotten, and made me think more of the Wortox and Wormwood videos than Willow's and Warly's, but I also thought it had a "Paul Bunyan" look to it that fit Woodie really well. Not much else to say there, but while Woodie did look a bit off in it (or "stylized"), I thought it seemed like a fitting theme for him. I don't have much else to say on it I think. I'm thrilled Woodie got fixed after his initial refresh, though considering the time and effort it must take to make these shorts, I'm not very hopeful that we'll get an actual lore video on him anytime soon. Really disappointing as a Woodie main, but at least playing as him is a blast. What about all of you? What were your thoughts on the video? Think we'll ever actually get a lore video on everyone's favorite Canadian stereotype? As a side note, I wasn't expecting the hockey theme for his skin pack and new skin, but I actually really like them. I'd love more woodsman-themed ones (a capote coat would be perfect, both as a traditional outdoorsman apparel and something that originated in Canada), but I do like the ones we got. His beard with the hockey skin is a solid 10/10 in my opinion.
  7. Hey everybody! Good morning/afternoon/evening! What are your thoughts about Weremoose? Weremoose is the fighter, and he does a great job killing Spiders, Hounds, Clockworks, Volt Goats (mobs in general), but if you need to kill a giant, Bee Queen, Klaus, Dragonfly, Toad, Ancient Fuelweaver or others, you will probably use Woodie. So, do you think Moose should be able to deal with the big ones or he is good the way he is? I don't know what are my thoughts, I would like to use him to combat the harders ones, but if he isn't meant to do it, I'll be okay. Feel free to share your thoughs aboot the Moose, maybe convince me?
  8. Hi, first of all english isnt my birth language, sorry about your eyes. I was trying the new (new) Woodie and i think he is now so strong and funny. Since the sanity penalty its low you can spam the forms. Maybe Moose its not perfect for some boss fights but he is pretty cool farming small mobs since does AoE damage, has OP farming speed and can scout so well before speed items could be accesible Having 90% of damage reduction, axe, shovel and pickaxe without durability makes him a perfect combination between Wolfgang and Mawell concept but played in other way. Now, the only thing to worry about its have food and some healing for the -20 penalty of idols and slots if you dont want to drop your hand and head items. The only problem I see now its that goose form gets a little useless when you have walking cane or magiluminescence But the most importat thing is having fun and with Woodie this is easy so Great job Klei!
  9. Klei, you're an Indie game studio who stands apart. A company with integrity and evident talent; who produce sterling quality games, both well-designed mechanically, and presented with admirable artistry. You've built a reputation of respect and good will with your community/player base; espousing a continued effort to listen to our well-intentioned concerns and requests, especially during this delicate process of refreshing old, familiar characters. Characters whose identities you birthed during 'Strange New Powers' (and incidentally when Woodie was first brought into this world and delivered into our welcoming arms!) — back when Don't Starve was being shaped into the games that it has grown to become today. From that time on, we, the Don't Starve community players - DS & DST - have sampled, and played, and adopted these various actors on the world stage as our very own: chosen, and dearly beloved, in the years following their introduction. Bonds have been forged, and play styles crafted - each flavoured and facilitated by our favourite characters. In this rework, the stakes are high. What phoenix arises from the ashes of the original character is likely to become their final form this Constant will ever know. Into the furnace of this fiery reforge enters Woodie. Our beloved Canadian lumberjack extraordinaire. Blessed, or cursed as some consider it, with a dark secret... most evidently on display every full moon. When an insatiable hunger rises in his bosom for the matchless material most prized by every world-maker - WOOD! For players in this Don't Starve universe, no base can be built, no stage set, no ship sailed, without vastless quantities of this priceless substance. More valuable some could argue than all the gold, marble, moon rock, precious gems, and thulecite any world could offer. One thing is true, you'll surely be requiring much more of it than any other. It lies at the heart of most every floor, burns in the belly of most every fire, guards at every gate, and constitutes the stuff of most any structure you could place. It's foundational; fundamental to every base design, followed by other essentials such as cut stone, rope, and twigs. Stemming from this realization, we see the core drive a player has commensurate to the ravenous hunger of Woodie's wereform - an endless appetite for resource gathering; collecting enough building material to fuel their design vision! Brought to light under thrall of each full moon, a return to roots so to speak, may this proposal stand: Make Werebeaver FUN Again! It's important we axe this question: 'Who is Woodie?' Identity matters; form should follow function. Woodie was born to be a resource gatherer like no other. A farmer of any crafting material a player has at their fingertips, literally and figuratively; with a specialty in collecting what matters most to any lumberjack - WOOD. Maxwell is Woodie's closest match to this role in the DS/DST cast/crew, but they complement each other more than compete in this regard: Maxwell is a gathering generalist whose shadow puppet minions harvest en masse, and at will, any material within reach, but outside of direct player control besides proximity, and regardless of its quality. In other words, Maxwell shines at gathering quantity, not quality. Woodie, on the other axe/hand, is a true resource gathering specialist; focused on gathering quality with an efficiency no other character can (or should be able to) match. The player has the full control and benefit to be selective about which targets they harvest; whether only fully mature trees to maximize their harvest, or maybe only gold boulders and not other types nearby, and beyond, all while at an ACCELERATED RATE in comparison to any other character wielding a tool. This is primarily possible by means of Woodie's wereform, but also by the key to his transformation process - Woodie's magical cursed axe Lucy, or by being bathed in the light of a full moon, the source of the true power underlying this were-process. Not only is wood up for grabs either. Combat brings many rewards of its own that are only possible to obtain through this channel. Thereby, let it be proposed that Woodie, through Lucy and especially his wereform, be equipped to thrive in this endeavour as well. [Woodie Rework] A Return to Roots: Make Werebeaver FUN Again! (Disclaimer: all proposed numbers are carefully considered estimates. They are subject to testing, and may require some adjustments/tweaking for balance purposes) - Human Woodie: Remove log metre. So Human Woodie only has Hunger, Health, and Sanity Metres, as already established by the refresh. - Human Woodie: Chop trees with Lucy. Lucy is an infinite axe with a Werefever metre (Beaver Fever, hehe). The longer Woodie chops, the higher the fever metre frenzy grows in Lucy (similar in nature to the Obsidian axe's charge level). Essentially she keeps track of the Werefever growing inside Woodie (and herself), and facilitates his transformation when he reaches max frenzy (Werefever metre reaches 100% and maxes out the level displayed overtop of Lucy). Woodie will then transform into his wereform, and drop Lucy to the ground as usual. Lucy should be able to continously chop 100 fully mature trees (800 chops, 8 per tree, unless her efficiency at chopping is improved, such as was done for the Moon Glass and Obsidian axe) before maxing out the Werefever metre. Lucy can also be used as a weapon with spear damage (34.0). Lucy should be capable of achieving about 6000 hp damage, being swung continuously, before she reaches max Werefever, so 6000/34 = 176.5 swings. So Lucy should be set for 175 continual swings/durability uses to reach max frenzy (somewhere in the range of 150-200 durability at least, 175 likely being ideal). If the player exceeds max Werefever (reaches 100% metre), they'll instantly transform into wereform and drop Lucy, as they would if they overchop. The Werefever metre should only cool down during periods where she isn't being swung, and should be set to cool down in half a day's time (8 segments, 4 min) of continuous non-use (equipped or unequipped). - Wereform Woodie: Woodie has only ONE wereform. This is Werebeaver by default, but with the allowance for alternate cosmetic alternatives (appearance and animations) as selected by the player. Weremoose can be the first, and perhaps only, alternate wereform available for selection by the player, similar to how the Willow refresh added Ashley as the cosmetic alternate to Bernie. Mechanically, there's only one 'Bernie' available to Willow. If the player chooses to craft Ashley instead, she is functionally (mechanics, numbers-wise, in every aspect other than appearance) identical to the default Bernie. In the case of Werebeaver and Weremoose, obviously any combat moves such as the charge will require separate animations. Werebeaver can get down on all fours, bear its teeth, and charge ferociously. If you look it up on youtube you can find videos of beavers charging and attacking people that are threatening them. It's really scary cute because they surge at the person and while they do so their tail curls up in an a wave motion and then kinda crashes down flat/spoons out concave at the end of the charge/thrust. Check it out, it's adorable. Links are available on request. ;P Obviously Weremoose already has its own charge animation. Weremoose can punch trees. Pigs can, so why not Weremoose. Punch that wood down. However, again, regardless of appearance and custom animations, any wereform of Woodie is capable of all the same stuff as far as function/capabilities are concerned. No difference. This is essential. This can't be stressed enough: Different wereforms (such as Werebeaver and Weremoose) are simply reskins of the SAME wereform, and therefore all share the SAME properties. Each wereform, regardless of skin, shares the SAME properties and only varies in presentation (looks, animations, perhaps sounds, etc). - Wereform Woodie: Woodie's wereform has only one metre: their Weremetre. All stats are functionally rolled up into this one Weremetre (Hunger, Health, and Sanity) while Woodie is in wereform. Therefore Woodie's Weremetre will be 200 units (matching human Woodie's Sanity stat), and Woodie will enter wereform at 150 out of 200 (matching his hunger and health stats). Should the player not take any action that would refill their Weremetre, the Weremetre should deplete at the rate of 150 to 0 in half a day (8 segments, 4 min from entry at 150, to exit at 0). - Wereform Woodie: When the Weremetre reaches 0 (through Weremetre drain or combat hits), wereform Woodie will revert back to human Woodie in the same manner as in Don't Starve (singleplayer). In DS, while the screen fades out and then back in, and Woodie becomes human again, and gets back to his feet, the player is protected from taking any harm. So long as the transformation animation plays, the player is invulnerable. As soon as the player takes back control of their character and can move again, they are then capable of running away, and so will be vulnerable to taking damage as usual from that point on. This should allow a player to revert from wereform to human while being actively chased by or engaged in combat with either a crowd of mobs such as hounds, or any boss, and be able to run away and survive without taking damage from them, if they act without delay. After reversion back to human form, Woodie's penalty will be to have his stats set to 37.5 hunger (half a day's worth), 50 health, and 50 sanity, as established by DS (singleplayer). - Wereform Woodie: is capable, by TWO types of actions, of replenishing its Weremetre: EATing the appropriate material off the ground, or by GNAWing. The appropriate edible material should include Living Logs = 50, Logs (and Grass Tufts, Saplings, etc.) = 10, Twigs = 5, Cones of all kinds (pine cones, twiggy tree cones, birchnuts, etc.) = 2.5, Grass = 1. With the exception of the introduction of eating cones, all these values are established by DS (singleplayer). Gnawing (attack action in wereform) any mob or appropriate structure/prefab (harvestable by wereform) should increase the Weremetre by 1 per bite. - Wereform Woodie: Stats. Hambat Damage (59.5 or 59.0). Logsuit Armour (80%). Road Base Speed (130%). Attack rate 0.5 (if normal being 0.75). - Wereform Woodie: Combat. The damage received from any hits taken from enemy mobs are processed to the Weremetre the same as they would to health, with the appropriate armour rating (default being 80%, log suit value) applied. When the Weremetre reaches 0% through hits taken during combat, the character reverts to human. This is the same as if the player allowed the Weremetre drain rate to reach 0%. Wereform includes two additional combat moves (besides gnawing): Charging (as already introduced, with a custom animation for Werebeaver added), and an Aoe Attack called Tail Slap for Werebeaver, and Antler Bash for Weremoose (being the same attack with a new custom animation required for both). The charge should knockback enemies in accordance with their mass (so bees would be knocked back relatively far, but bosses are only knocked aside enough that the wereform will not be caught on or deflected from their straight line path by colliding with the boss; ie. as least and unnoticeable a distance as possible to achieve that goal). The charge should also briefly stun any mob that is effected by it. Gnaw attack damage (hambat default) should be applied to each mob impacted by the charge, and each mob struck during the charge should count as 1 gnaw (+1 Weremetre per target hit). The aoe attack should make a cracking sound when performed. It will apply 200 damage to any target included in the circle (perhaps the size of abigail's radius) and result in a longer stun. In looks, think 0:27 of the Woodie Animated Short for reference (for Werebeaver's Tail Slap). The aoe attack move should cost 50 Weremetre to peform, as a limiting factor. - Wereform Woodie's Sanity and Weather/Insulation Mechanics: Wereform Woodie's full Weremetre is 200, which corresponds directly to human Woodie's Sanity. So long as wereform Woodie's Weremetre remains above the normal threshold for insanity (15% or less), it's business as usual for Wereform in DS (singleplayer) fashion. Hoedown music as regular, and vision unimpaired by any insanity overlay. Above 15%, Woodie's wereform is impervious to weather effects such as freezing and overheating. Immediately preceeding the Weremetre reaching 15% (perhaps at 17.5%), the frenzy fueling the wereform is waning. Weremetre levels have fallen low enough, and the wereform has become weak enough that Woodie begins to receive the warning aura for upcoming freezing or overheating if applicable (ie. in Winter or Summer). This is the warning for the player to be aware that they are approaching the insanity threshold (at 15%), at which point the wereform will begin to take damage to those effects. When the Weremetre reaches and falls beneath 15%, the wereform becomes fragile as loss of wereform and reversion back to human (at 0%) approaches. This results in the normal sanity penalties to apply (any Shadow creatures present will attack, one Crawling Horror spawns at a time, etc.) The Hoedown music should degrade and become distorted, and vision become impaired by the insanity overlay as indicators. If freezing or overheating applies (ie. in Winter or Summer) then the preceeding warning aura becomes the full freezing/overheating damage auras and an additional drain rate to the Weremetre comes into effect as the player freezes or overheats and the freezing/overheating health loss is applied to the Weremetre. This will accelerate the return to stat-penaltied human Woodie should the player not be able to reverse the Weremetre decay in time. This will result in them being unprotected by any insulating clothing that was dropped during their transformation to wereform and vulnerable. So the sanity mechanic should be identical to what happened to original DST Werebeaver as a result of sanity drain (but not at that sanity drain rate). Normal weremetre drain rate (whatever accomplishes 150 to 0 in 4 min) applies throughout, from 100% through to 0% of the Weremetre, plus whatever extra drain rate is added as a result of either freezing or overheating, if applicable (from 15% through to 0%). So at 10% to 0% Terrorbeaks will spawn, and up to two Crawling Horrors or Terrorbeaks will spawn at a time as before. Wereform is waterproof and has 100% wetness/rain insulation. - Wereform Woodie: should be able to swim in water (as hounds do), immersed with only its top showing. Base wereform speed (130%) applies. For werebeaver, its beaver feet should be visible in the water as it swims, whirring like cartoon propeller feet. Beavers are an aquatic animal and so are Moose (who are adept swimmers, and can hold their breath and dive up to six metres underwater to eat. Aquatic vegetation is a regular part of their diet). In fact the one helps create habitat for the other (beaver dams create bodies of water for moose to feed in). If the Weremetre reaches 0 while in the water, the reversion back to human Woodie will result in instant drowning. There will be almost nothing to gnaw in the ocean besides the occasional harvestable (bull kelp for example) or edible to consume (such as the few pieces of wooden flotsam from randomly encountered shipwrecks). The player can combat at sea but cannot gnaw structures such as sea stacks, and therefore cannot regain Weremetre easily, and so is constrained by the time limits of the Weremetre with few means to extend it. - Wereform Woodie: Full Moon = Instant transformation to wereform. An accelerated Weremetre drain rate, possibly similar in scale to the sanity drain rate for the original DST Werebeaver. Or perhaps it should take 1 or 2 min (2 or 4 segments) to drain from 150 to 0 without player intervention (so either 2x or 4x the normal Weremetre drain rate present at all other times). This should make it extra challenging to stay in wereform during a full moon. Dancing together under the pale moonlight of Deerclops Date Night should prove interesting... - Human Woodie: Planting cones of any type should award +5 sanity to Woodie. A cone is a one time use item and is consumed during the planting process. This is a fair mechanic that allows beginner players and early game Woodies to recover from the stat penalty after losing wereform, and is of limited usefulness mid to late game, as it's a slow, tedious process that requires quite a bit of room. By that point there are much better, easier methods for sanity regeneration available to the player. In comparison, let us consider Wormwood's sanity planting bonus. Here Wormwood can plant (+10 sanity), dig up (-5 sanity) grass tufts and saplings infinitely for a net gain of +5 sanity per cycle, at the cost of only one use lost from the durability of the shovel, and enough space to place one plantable in. Wormwood can easily do this ad nauseum to recover full sanity. At least when Woodie plants cones, the cone is consumed in return for the sanity boost. In consideration of the above, it's really not a big deal to keep this feature in. Please add this back to Woodie. - Human Woodie: has an 150% chance of spawning Treeguards and Poison Birchnut Trees, as already established by the refresh. - Wereform Woodie: no longer spawns Treeguards or Poison Birchnut Trees, as already established by the refresh. - Wereform Woodie: set hotkey shortcut (Ctrl + Space) for automatically eating edibles off of the ground such as logs. In DS (singleplayer) this is Space (only, no modifier), which leads to frequent, frustrating, accidental acts of ingesting your harvest while stumping the tree you just gnawed. Ctrl + Space would prevent this from happening when you don't want it to, with the added benefit of being analogous to the already established Ctrl + F combat convention, and being just as useful as the original shortcut for being practical, quick, and easy to use, even when being pursued (ie. Terrorbeaks) or when in active combat. - Wereform Woodie: In DS (singleplayer) you can remove stumps and plantables such as saplings with one gnaw. In DST this was changed to two gnaws. This makes sense with regard to preventing accidental digging up of non-renewable resources such as saplings or grass tufts, giving consideration to any other players who may be present, but does not make sense when it comes to stumps, which are unsightly, disappear over time anyway, waste an entire log if not dug up, and block the space for replanting. They should be made easy to remove immediately after gnawing the tree down, by making a stump require only one single bite to harvest. So please change stumping to one gnaw, and keep digging plantables set to two. [Woodie Rework] Optional Proposals - Totems: Instead of idols crafted from monster meat, allow Woodie to access a crafting menu while holding Lucy in his hand. This will allow him to carve wooden totems. These totems are intended to be more mid to late game perks for Woodie and thus will require living logs as the base material (in order to limit access to them early game as well as being thematically appropriate). Consuming a totem will provide instant transformation to wereform (same as Full Moon) as well as a certain perks, depending on which totem type was used. 1. Goose Totem - 1 Living Log and 2 grass. Looks like a carved wooden goose decoy (from a Living Log) with a fountain of grass in place of tail feathers. Perk would be to lower the wereform's attack and armour stats down to original DST Werebeaver (spear dmg and original armour value) but give the wereform a speed boost. Speed boosted wereform should be at least equal to overcharged WX (150%) but not more than 10% more (160%). 155% would likely be ideal. This would discourage the player to engage in combat, but would make it possible for them to defend themselves if necessary, but at a noticeable combat penalty. 2. Moose Totem - 1 Living Log and 2 Twigs. Head and body are carved from one piece (of Living Log) with a solid base to stand on. The 2 twigs constitute the moose totem's antlers. Perk would be to raise the wereform's attack and armour stats to 68 dmg (Dark Sword) and 95% (Night Armour/Marble Suit) or 90% (Thulecite) while lowering the wereform's speed to 100%. Improvement to combat stats at the cost of speed. The AoE attack (Tail slap/Antler Bash) could also be augmented (damage-wise, aoe size, etc). 3. Beaver Totem - 1 Living Log and 2 Hounds Teeth (or Bone Shards). Head and body are carved from one piece (a Living Log). A beaver standing proudly upright, tail erect, with a solid base to stand on. The 2 Hounds Teeth (or Bone Shards) constitute the beaver's twin incisors (having the teeth gleam wickedly would be a nice touch, hehe). Perk would be faster attack rate for faster harvesting of any applicable structure, such as trees or boulders, or mob. Damage, armour, and movement speed values would remain default. - Monster Food: Since Woodie can enter a wereform, it makes sense that as both a werebeaver and a werecreature, that in addition to wood, the wereform could consume monster food in any form, be it raw monster meat, cooked monster meat, monster jerky, monster lasagna, monster tartare, and durian or extra smelly durian (or any other monster food possibility). Initial suggested values could be Raw monster meat and durian = 10, cooked monster meat and extra smelly durian = 12.5, monster jerky = 15, monster lasagna = 30, and monster tartare = 45. Hopefully this proposal will prove to be fairly thorough and comprehensive. Should anything come up that has been missed in the original, it will be considered and potentially edited in at that time. There are two points to add at this conclusion: 1. Let's view Woodie as a Jekyll/Hyde character with two viable states he can exist in, even long term. While human Woodie may be the main state, like Jekyll, taking the appropriate actions or experiencing the right events will trigger his transformation to Wereform. This werestate - Woodie's hidden Hyde - exists at an accelerated pace that, if the player makes enough effort, they should be able to maintain long term; if their surroundings support it, or if their combat skills are sufficient. This form should be accelerated in risk, AND reward. If the player can manage to maintain their wereform, Woodie should be able to harvest, combat (with the exception of combat-centric characters), and explore at a more efficient, accelerated rate in comparison to others, including his human self. 2. Let's hope this leads to seeing both human AND wereform Woodies running around for the entire duration of any group boss fight, and BOTH be welcome, beneficial contributors to such! Thank-you so much for considering (or even simply reading, lol) this proposal for Woodie's rework!
  10. So lately many people have been discussing about the rework of woodie. Some are for it and others are against it and some are trying to figure out what are the best ways to use the forms they have now. I wanna try and figure out a good compromise for the usage of the forms without them being too strong. One of my main thoughts was just give woodie the ability to transform at will no idol eating or random chance with monster meat. He is not a wilba. he is his own unique form of "were-ness" and with the moon update I would think woodie would gain more powers as shown with the new transformations but instead He can hone their powers. I am thinking this primarily from the animation you can see woodie change his forms at will to try and combat the leif (treegaurd) This is what he should be able to do to streamline his play. Being able to make your game playable and have smooth transitions into the actions is more important than allowing animations to carry out. This is why the combat is so much better in dst than in single player. In single player attacks need to carry through the whole animation before you are allowed to move again. While in dst you can move after the attack has hit to allow for better combat and dodging in the multiplayer realm. It is still possible to have all of the transformations but i would think make it as quick as the beaver transformation was, but still cancel-able so that way if you really don't want to transform at that moment you can stop it. So what am i suggesting? I am suggesting make woodie able to transform at will and as penalty have it be the hunger drain like how it is now, but have it drain at the rate sanity drains currently. Each transformation that isn't back to human woodie takes away 30 were points and your hunger as human woodie shows how long you can be in the transformation. if we can some how bring back pine cones then you can also add a sanity penalty back to keep the challenge of keeping creatures away. each creature would have its own drain rate to compensate what each transformation can do. goose being the fastest standard drain; beaver being middle but can replenish the were meter; moose being the slowest drain but loses some tied to the damage he takes. some of these are just ideas but i feel we can adjust them to make woodies gameplay with the transformations still challangeing for new players but capable to be mastered by veterans.
  11. I agree with this Too much randomly elaborate perk for characters that is all over the place. Single player OG mechanics much more simple and better to understand and more fun to work with I think. What @Cyberboy2000 say on this topic I agree 100%, is too much and really the new transformations not necessary. The beaver actually look like a werebeaver curse, the other two look more like basic pseudo anthropomorphic characters and it is too much. Or at least the goose is, moose look more like a full furry character. Klei has lots of unimplemented content and removed content before and I would like if this transformations just got removed because Woodie is, or was about getting that wood, nothing else. Maxwell is the reason he fall short on being main best wood collector. If both of them more like single player counter part, Woodie would be main guy to go for wood. Maxwell just too good. There is also the skeletons later game and bearger, but that is complete other topic. Really, just make Maxwell more of better at most things but not best at anything I think is good for his puppets. When Maxwell rework come around, make him like single player, but allow minions to also dig once when Maxwell digs and follow combat pattern of player somehow when in combat may be, and may be not die in 2 days still, but who knows what is better for balance here?
  12. Hello, following all the bad return about recent Woodie update I decided to test it myself. For me the rework is not as bad as the people wrote. I guess most of the people were disapointed because they expected woodie to become overpowered and the rework didn't make it. it just slightly improve him and changed the past mechanics. Most important change: most of the time you will be in human form! Yes, you will not spend all the game in werebeaver and eating all the forest of the constant. Armed with your Lucy, you will be the best lumberjack of all the character with no downside. Except, maybe, during fullmoon So why to transform? to have additional buff for very specific situation. Werebeaver: transform to it when you forest farm (or marble tree, stone fruit stock) are ready to be havrest. So far it is one of the best way to collect wood. it also remove stump and the fact that you cannot pick up item permit you to focus on cutting wood to expand at maximun the transformation time. Moreover you can combine it with warly spices. Weregoose: This transformation is not for early map exploration! beacause it needs certain preparation to be use without dying of hunger in the countryside. the main advantage of this form is it night vision and it possibility to transform to it in chain. potential use: mid-game exploration (cave/ruins), going to specific point (walrus camp, Lazy deserter, beefalo, etc..), escape some situation (but carefull with the animation time and health lost) or urgently going back to the base Weremoose: the fight mode! transform to it when you are ready to engage a decent fight. you gain some basic armor and nice dommage, getting more slow but gain a mobility ability and more important faster attack period. An important point to consider is the weremoose is not a tank, it is a dommage dealer. Obviously it will not allow to solo boss by just pressing F and waiting the boss to die and the slow speed avoid to kit mob as we are use to do and you cannot heal yourself in this form. So why transforming into weremoose instead of having a wood armor and hambat? what are the advantages? AOE domage with the charge to kill small mob ( penguin, spider farm , hound) and huge amount of dommage with the faster attack period (hitlock better the pig by the way)! Moreover, fighting in this form change the fight gameplay, as kitting is less efficient you rely more on healing and your new ability to charge: to engage a combat or to retreat when your transformtion/health are going to the end to eat some pierogi/dragonpie and charge again to the fight! So yes, the new Woodie is not bad, not easier to play and required new way to play and habits. Most of the critics I read blame the transformation time and its cost. However for me it is just because the new transformation cannot be played as the past werebeaver. As I said before each transformation as to be done for very precise case and not when you are in bad situation. Moreover, the time of the transformation can be prolongated by transforming again without having to eat a meaty stew between. (more challenging in fight I agree but doable with the charge). I like the cost of the transformation, it makes Woodie more challenging to play and you need to plan how and when to use efficently your transformations than just always transform yourself every 2 min. Another point: The transformation didn't swim and yes it is a good point. navigate into the sea was game designed to be multiplayer, having one character able to explore it alone would have ruin it. Happy to know your point of view about it.
  13. I'm a dedicated Wigfrid main. But... I know several people who have wanted Woodie to be Goodie for a couple of years and well... This aint it chief. So, lets give Woodie all the attention we can give him, lets appreciate him until we run out of energy and starve to death! Lets appreciate him till the sun implodes on itself! We need to show our support so Woodie can be Goodie!
  14. Alright, the Woodie rework is upon us and it caused a lot of stirr in the forums. But the right course of action, in my humble opinion, is to suggest how elements of the update can be imroved upon, instead of asking Klei to revert Woodie back or delete the new transformations etc, which are not going to be happening. Mainly, I see a lot of untapped potential in Weregoose so wanted to specifically focus on how to improve it. The common pieces of constructive criticism i found in the forums are: 'too slow for the cost', 'should swim and jump across' 'very fast drain' 'why would you even transform to it willingly' etc. As someone else said, Klei should have either made long mediocre transformations or short powerful ones but instead they made short mediocre ones. This can be fixed with lenghtening the transformations and giving them more perks. For the Goose, in order to remedy that, it needs to really be fast to be worthvile, even faster than WX with a walking cane. I dont think this form should be able to replenish Weremeter as it'd be such an overpowered scout with that speed, mapping everything in one go. But the duration should definately be lenghtened (multiplied 2/3 fold) and slowed even more significantly by running around continuously. (So it's still useful for locomotion mid-late game, getting across many biomes in one go) For swimming and jumping across, it should have two options: if there is a small ravine in caves or made by a river/sea it should be able to dash across by flapping wings rapidly, almost touching the sea like a landing goose and get across like wortox. (Should be initiated by right clicking intended point across the chasm so he doesnt perfom this automatically without a target and fall into pits in caves, can't be stopped mid flight) For actual swimming, not to make sailing obsolete, when jumping into the sea it should make the flapping motion for a few tiles into the sea and then land in the sea, float and swim like a duck but move rather slowly, like the piggyback speed. In this state it should have increased weremeter drain as it is not speeding. This would let it swim and scout sea a bit but not allow too much as it would risk drowning due to the rapid weremeter drain. It should have the 'dash to the land' option by doing that wing flapping dash if the land is close. Goose's weremeter should last longer but still be the shortest amongst three transformations and it should be slow significantly when running and dashing but sped up while standing idle or swimming. It is logical to lose a lot of hunger for running so fast but instead of immediate starvation, perhaps ~10 hunger should be preserved. (Hunger should be lowered the most in this form in order to balance very high speed, dashing and swimming, hunger penalty should vary between forms) It doesn't require an attack or an intimidation taunt in my opinion but could have a weak peck attack and have lower chance to agro and shorter time agro stay just like and the opposite of Wes' perks in Forge respectively. Finally to add in to the curse element and make normal woodie gameplay more different than a "Wilson with better axe", transformations should be forced by specific situations as someone said in forums, invading into the Woodie gameplay. For Goose, in order to emphasize the fast, fleeing concept behing Goose, it should be forced when Woodie's health is lowered below 20% by an attack (not everytime but once in a while like a whole day or after healing above 50% after returning to human form, similar to mighty wolfgang in forge) so to limit woodie from effectively fighting with low HP and staying in long fights without healing but would also benefiting his survivability as displayed in the woodie rework animation (this particular transformation should have invincibility frames while transforming) The idols should have different usage costs if you ask me (for example moose should cost almost no health so not to hinder fighting) but I think Goose can retain the highest Hp cost for transformation amongst 3 idols if it gets these speed, dash-across and swimming perks. It would go along with the 'getting damaged and fleeing to fight later' concept of this form. Thanks for your attention. I sincerely hope both Woodie and Don't Starve end up benefitting from the Aoodie rework after all tweaks and fixes are done.
  15. I see these animals are symbols of Canadian animals from where Woodie is from. If so, it makes no sense (both in reality and in gaming mechanism ) that his goose form cannot swim across the sea nor fly over a gap. At the cost of 30 health, all the hunger, 3 monster meat and we get to run slight faster for 90 seconds??? After acquiring walking cane, such an advantage of this transformation cannot be justified by the resource requirement I believe that even after the re-work, he will still remain an unpopular choice among players, which is not what Klei nor we players are after. If I may suggest, I believe the following modification will make him more playable: 1. Sanity loss of transformation is fine, but 30 health penalty is too much, perhaps only his moose form can be justified for such a price. 2. the transformation last too short, instead of draining slower, players should be able to "refill" the beaverness meter by doing the desired actions of each animal, beaver, chop, mine etc. Moose, fight, charge, Goose, swim, fly?? and the cursed form should be able to last until a new day when it is forced back (just like werepig) 3. Make Lucy upgradable or transformable too would be nice I am happy to discuss with you if you dont mind share your opinions.
  16. I have a suggestion for woodie and hopefuly one more character will have a use of belt of hunger. So i noticed during transformation woodie drops equip items in head and hand slot, except body slot. Also noticed when woodie's hunger which is replaced now with were meter runs out, he changed back to normal form. So my suggestion is, if woodie has equipt belt of hunger, he can stay more longer in were form! So far only character who has use of this item is Wolfgang, but only if he is fighting many spiders or any other mobs, if he want to stay mighty longer for little bit. Also want to mention that belt of hunger does nothing if u have slurper on your head. I have a feeling that you guys forgot to change it and seems nobody else has noticed that and reported to bug fix. Or it's implemented idk, but you probably should change it
  17. Ahh woodie, poor woodie. He received 2 nerfs 1 after the other. He really didnt need to be nerfed so hard at least not after what they did to him from the port to dst. Anyway I have an idea of what might make his whole character a bit more viable. Normal woodie is completely fine imo, you get to chop wood faster without a downside, you have average stats etc, he can also be used for gathering living logs i guess? The transformations being this underwhelming, will need to be seriously buffed in order to make him a somewhat viable character in the meta. Just to add more control to woodies transformations we should be able to increase our meter by doing certain actions in each form. Also the maximum drain should be lower, maybe halved, because right now its way too difficult to stay off the max drain which decreases ur transformation time really fast. First lets start with the goose. The goose should be able to swim and instead of the controls being like a shipwrecked boat, when you get in the water you have to right click to paddle with your feet, as to be able to get more transformation time on well timed paddles(this is also crucial as to not sink after running out of transformation time and it also makes woodie a specialist). This way woodie can maintain his goose form for a long time in the water which makes him a specialist at exploring/traversing the seas. Although it might not be what woodie is as a character this is the only way i can think of to make his goose form viable, early and late game. The gooses max speed(which u only get by timing) should be on par with the new sail. If you dont time your paddles very well, the drain will increase just to make it a bit more risky and also youre vulnerable to sea creatures/bosses since you cant fight back. Should klei ever add any events in the seas which stir the waters, it should be risky for the goose to travel, because geese arent really sea creatures they live in rivers and lakes which are much more tame than a stormy ocean. Now, the moose. This transformation really is a tricky one, it could be really op but it can also turn out like it is now... Honestly i think the charge should be removed, or at the very least, it should have lifesteal. I think having a % lifesteal would be way too strong, so maybe getting 10 health or so(along with some more transformation time) per enemy hit would be pretty good. That makes the form excel against large groups, and still somewhat viable against larger enemies. This could be really easily exploited from fighting bees so it should have a cap of 30 health. Still pretty strong, but lets not forget that wortox exists. Other than that he should have way less drain when out of combat. If deerclops freezes you, currently theres no way to avoid transforming back, imagine what would happen with queen bee. Thats pretty much it. Kiting is still impossible with almost every mob so its not completely broken. The beaver, the transformation that i have the least problems with. The beaver is what it should be, he is a pure resource gathering form which imo only needs 2 changes: 1. Mining/chopping should give more form time. 2. Sanity drain should be a lot smaller, beavers are cute, you shoudnt go insane by roleplaying as one for a couple hours. Also it makes the beaver actually useful, since u can focus on just resource gathering. Thats it. Im sorry for being all over the place with my writing, im not used to writing long forum posts, but i think i made my points. I feel like these changes will make woodie unique and stand out in the new meta with all these overpowered characters, while at the same time, not throwing kleis work down the drain and removing the 2 new transformations. I hope someone from klei looks at this just to get an idea of what changes should be made post rework, if any are being planned. I also tried to suggest as many value changes as possible as to not add more work with animations, sounds and such, but the goose being the most lacking form had to have drastic changes. If this was the rework that woodie got I wouldve been much, much happier with the outcome, because from what im seeing in the forums there are a lot of people that arent satisfied with the changes. Anyway let me know if you agree or if you think this would make him too strong.
  18. Yeah I know that the "WODIE" keys has been massacred recently on all our keybords : But there is once thing I wanted to talk about, and I wonder why this is such ignored : The Woodie's Refresh didn't changed a single thing about Lucy, and this is fine cause she's dealing well with Woodie for cutting the trees fast (Btw it is me or she's not very talkative now?) Now that Woodie have no more Beaver-Meter, you can cute trees just using your axe and not your Beaverform for as long you want to. He don't have to eat wood if you don't want to turn to a Werebeaver Now... With these 3 points, do Woodie harvest more wood ? Even from the start, you didn't needed to eat the wood you collect : You just have to cut trees with Lucy and keep doing as the Werebeaver, it's was fine Now it's the same but you only use the axe, and to be more correct, you can still go in your Werebeaver form but this will result in dropping your food to 0, so doing that will simply make you loosing time, the duration of the form can't be maintained, only slowed before returning in the human form. So yeah, this refresh isn't an improvement for the Lumberjack side of Woodie. And you know what I'll be about to talk now. - Maxwell's Efficiency - Maxwell's Power Cost Who's the true lumberjack of the game ?
  19. I'll try to not repeat waht's already been said: Woodie's rework doesn't feel that great and is in need of a mini-rework. The ideas that the rework presented are not that bad but the way they were implemented is. For example Klei had a choice to make transformations long and mediocre or short and powerful. And they went with short and mediocre. Here're some of my ideas. Idk if they're good or bad but hey at least it's feedback. -Remove negative effects of transformations. Seriously I'd much rather have fun while being a Moose/Beaver/Goose and then suffer something like -30 hp, -75 sanity and -75 hunger then just knowing that the longer I stay as that form the lower my sanity will drain. -Choose one of the 2 options I mentioned above. If transformations are ment to stay as they're now then make them last a lot longer or make their durration depanded on the player. Plus give Moose and Goose health regeneration and the ability to fly above map boundaries respectively. If transformations are ment to be as short as they're now then make them a lot better. Turning to Goose should allow you to outrun a charged Wx-78 with a walking cane on a road (plus the flying thingy). Moose should be able to take on Deerclops with only 1 totem and the charge attack should be able to instantyl kill enemies like Spiders and Splumonkeys (Deal 100 dmg) -Wheather you choose I think that Goose should have the "intimidation buff" of a real life Goose. Basically when you're Goose most of basic hostile mobs will avoid you. -Beaver needs to uproot stumpts with one gnaw. Cuz right now Maxwell with his puppets are probably still better at gathering wood -Human Woodie needs some sort of negative trait.
  20. This topic isn't about balance. I think everyone agrees Woodie needs a buff. I'm more curious about Woodie's fundamental design. Because I've only seen a few people that seem concerned that this new Woodie is so radically different from his old versions. Should Woodie's established lore matter to his design? Now, we don't know a lot about Woodie. That's part of the disappointement in the animated short, but it's beside the point. The point is, what we do know, is that Woodie is a lumberjack with a talking axe, and at some point he was cursed, turning him into a werebeaver. Nowhere in the lore is there a hint that Woodie has the ability to transform into something other than a beaver. It seems we are supposed to think he gained this ability because of the recent events around the moon and the lunar island, which, frankly, sounds like a total ***pull to me. There's also the fact that the beaver is supposed to be his curse, but aside from full moons, it's now really easy to choose between staying human or transforming. Should Woodie's established identity matter to his design? All the characters in this game (at least the ones from the singleplayer game) have a certain identity. Something to make them stand out from the other characters and make you want to pick them. Woodie's singleplayer identity has multiple facets, like the mystery of how to best manage and wield the werebeaver's power, or even what his secret is to begin with if you haven't seen Woodie in action before. Regardless, I personally think this new Woodie doesn't maintain his old identity at all. Ignoring the fact that his forms are extremely weak, because that's sure to change, the dynamic between Woodie and his forms has changed. Now that Woodie has (almost) full control over whether he stays human or transforms, there's no mystery in figuring out how to use them. Having multiple transformations I think also weakens Woodie's identity, because each individual transformation is now less special. Celebrating his new forms just because they're stereotypical canadian animals paired up with a stereotypically canadian character seems like a very superficial reason to me. Should Woodie have to plan ahead to not transform? Speaking of Woodie's identity, having to think before you chop was part of what made Woodie interesting. Now I know people are going to disagree with that seeing as that was a big point of the reason people wanted the rework. I understand that wood gathering is an inherently weak niche and one that is already close to cornered because of Maxwell, so I don't think it's unreasonable to want this drawback to be altered or tuned down. However, there is a big difference between to only have to think about something a little and not having to think about it at all, as with the current Woodie. People of the forums have celebrated that characters like Wormwood and Warly have interesting, impactful downsides. Yet Woodie is now a Wilson that's better at gathering wood, because there's no reason to use his transformations. Yes, I know his forms are going to be buffed to be useable, but that only worsens the problem that he doesn't have a significant downside. Remember, in singleplayer his perks were "Has a lovely axe and a terrible secret" implying that his drawbacks were built into the werebeaver. Now I'm not saying that werebeaver should be something to be avoided, then we'd just be back at his previous DST version. Ideally, I'd want the beaver to be tricky to use effectively and even harder to master, which brings me to... Should Woodie's design be simple? I like that the singleplayer characters are simple. A good design should tell the player immediately what they are about. Now that doesn't mean that every character should be easy to use, nor that some characters shouldn't be complex. I'd argue that some characters, like Maxwell, aren't as complex as their designs seem to imply. Also, just because a character is simple in concept, doesn't mean that they are simple to use. Look at wormwood, not being able to heal is a simple downside, but leads to interesting gameplay. That's what the singleplayer version of Woodie was. Even though the game doesn't tell you what the werebeaver does, as soon as you transform, it immediately becomes clear what it's supposed to be about. There was a clear risk in transforming, but if you knew how to use it you could turn it into an advantage. The last multiplayer version was not like that. Not only did human Woodie have lots of unneeded perks, but the werebeaver was counterintuitive. Now look at the new version. It's style over substance. The new forms look cool but they don't let you do anything you couldn't before. They add more complexity but they don't interact with each other at all. This is a trend we've seen with Willow's and Winona's reworks too, the team handling these reworks just can't seem to settle for something simple. Someone made an on point comparison to Riot Games (oh god I can't believe I said that). To sum it up: Should Woodie have multiple transformations? I personally don't think so. I didn't like the idea when it was first brought up, and even ignoring the clear balance issues I don't think merely buffing his forms would help. Unfortunately, because of how much time was spend creating the art of the new transformations as well as an animated short focusing on them I don't believe this update is gonna get reverted any time soon. Even if he's buffed to where he actually plays well, we have to deal with the fact that the Woodie I and many others loved is dead, and has been replaced with an impostor.
  21. EDIT: we did it boys, route 2 and 3 implemented I for one am someone that loves the design of the new Woodie, and I agree with the devs initial conservative strategy of releasing something that is not busted at first, to test the waters. From game design, it's usually better to start off more nerfed than start out straight overpowered, since the community reacts better to "meh" than to "unfair". Bonus that you can always go up from there, baby steps, and it creates the dopamine hype induced rush of the community when each patch hits. The issues Woodie have by now are echoed across the community: the issues are in the numbers, not in the design of the forms themselves. Right now Woodie is just a Wilson that chops fast, because the were forms are rarely useful and situational. People understandably focus on the forms, since it's a new update, but his forms now are "on the side" similar to how willow's Bernie is not necessary to be used. It's different than Wendy, who needs Abigail to function. (Also, please rework Wilson to have some revive mechanics, like in the forge) The problem with Woodie is a perception and expectation problem. A lot of hype was built into Woodie, he's a much loved boi by a passionate few, and people had expectations from his very powerful Don't Starve classic version, which does all the chopping and fighting you need, with no downsides, and tons of healing, and weather immunity. In my view his DS form doesn't really fit in the DST lineup, due to its sheer strength at literally everything. In DST, characters should be specialized, and if you want to be ok at everything, you have to be a master of none. With that said, I offer a few routes of tackling the mechanic balance: 1) Route 1: Remove hunger penalty. Simple enough, I was surprised to see the hunger being negated. It wasn't even mentioned in the patch notes. I don't even know if that's intended? It seems to use same hunger bar for werebeaver, maybe a coding problem, I've seen worse. If that's the case, don't fire the guy, these things happen. But hunger in DST is the key resource that basically represents time, and this is the first mechanic (apart from rot) that seems to completely negate the slow drain of the hourglass. I think it's bad design to have to do intermittent fasting with woodie and keep him at 10-30 hunger at all times just so you don't loose huge chunks of your internal belly. This is my preferred method, and the community might agree with this change. 2) Route 2: Duration increase twofold, or even 3-fold (for some) The other way if we want to keep the penalty that steep, is to bump up the bang for your buck. The forms themselves have quite the perks, and the duration increase would be the best for the goose. I would suggest doubling goose time (since it's so good to be fast, and time is money), and triple the duration of Moose and Beaver. This would feel good for the community, I think. 3) Route 3: Halve the penalties of the totems (from -20 sanity and -30 health, to -10 sanity, -15 health) This might not satisfy the community, but I do agree the health cost of the totems is quite steep, especially if you want to spam the forms. 30 health is a lot. 15 health is two butterflies. 4) Route 4: Remove the health and/or sanity cost of the totems. Another, (stronger) buff would be to remove the 30 health cost, and even the 20 sanity cost of the idols themselves. I don't prefer this method, since I think the health cost is an important offset balance of Woodie. This would put Woodie in a strong position, since his forms will be very spammable. I would probably keep the sanity cost, and he will become similar to Wortox, always having to be insane to use his perks, but I find that playstyle boring after a while. Some people would like it, some would not. Can you double hit shadow creatures? Depends a bit on that. 5) Route 5: More designs! This is the more hard work route, which means tweaking and changing the mechanics and designs of the woodie forms in interesting ways in Klei fashion. Some ideas include: - allowing transformations to use wormholes, - making moose charge like Wilbur from shipwrecked instead of right click, by running a few meters than he starts in his fast form stampede, - making goose form be able to fly over water and over cave voids (but implement a method to save your items if you change outside) - making werebeaver form actually recharge if you chop enough wood (so you can stay indefinitely, like before) - making moose be able to one-hit rocks/trees, so that you can gather while killing spiders - making moose charge deal 2x damage compared to fists (to match the DPS a bit) - increasing goose speed by a bit (+20% more?) - making goose be a taunter (like in the forge, when woodie axed the boar), so that goose woodie can become a boss runner - give goose an attack, with some perks (taunting?) - make goose have dodge value (if above taunting sounds good) Other ideas, feel free to suggest on the design part. These miscellaneous design changes can be mixed with routes 1 through 4, depending on time and need. Overall, we as the entitled community have a lot of expectations built up, and I feel sorry for Klei, and I know how good they are as game devs and designers, just look where we are. Art-wise, this project took a crap ton of effort to make, compared to other things we have in DST, and I am sure the devs are disappointed a bit by the reaction. But know this: The design, coded and art parts are great. It's not you devs it's us. The vocal minority on the forums cares about the mechanics and whether their favorite character can do cool and powerful stuff, which is normal, we're passionate about the game. Cheers
  22. My opinion on, The Woodie Update... Cool concept. Poor execution. Let me explain further and talk about how simple his update could have been and how this is not a good direction to have other people want to play him long term. This is not even good gameplay wise...it’s only surface level intriguing. All of the ideas that were shown and talked about had a great concept idea. By themselves. Putting them all together though simply made a mess. You can put everything in the kitchen in a pot of water and call it a soup but that doesn’t mean it’s any good. We already knew Woodie was Canadian, the lore and his mannerisms made us sure of that. We didn’t need further evidence of his Canadian-ness shoved all over us. The problem was simply his port over to DST from DS. His normal form had been largely unaltered aside from the meter, which was okay. But the werebeaver had been nerfed so hard from the griefing scare of early DST that mods were the only way to go for a decent playable character. The three forms, I feel, were a great idea in concept. Again though, they were so poorly executed. A much simpler way would have been to just go down the Wolfgang route for the beaver. Beavers are dangerous SoB’s...you don’t need to add more sudden animals.(you didn’t even give us an explination as to why he’s suddenly a totem spirit) Have stats(maybe beaver forms) associated with his Log and Health meters. example... • >30% Log and >30% Health = Combat form, dmg is highest, armor is median, speed is lowest than the others(similar to what you have with the moose...without a moose) • <30% Log and >30% Health = Ravenous form, dmg is median, armor is lowest, speed is median • Any %Log and <30% Health = Scared form, dmg is lowest, armor is highest, speed is highest A simple fix that just ties in with code having the health be the main priority in the code. The totems are a neat idea but such a waste of food...Not to mention the form lasts for maybe a minute tops, not even, and isn’t even worth the waste. The full moon being entirely random on choice is not fun, far too much risk with no reward for gameplay. Just keep the beaver...that was his shtick and you’re giving up no reason of understanding for why he’s changed. (Goose. Is. Useless. Full moon randomized me as the Goose and that just makes me a liability) The fact that coming out of the werebeast form leaves you starving is horrible gameplay design. Especially if you’re using the totems. You’ve wasted food, you could have had full hunger, now you have to eat even more. Not fun. All that needed changing on Woodie was a dmg and armor buff, the sanity to be dropped a little bit, and the log meter to be hidden. Lucy gave the cues, and if it was to be made easier for new players, have it show up when you’re around 35 in the meter, thus a large red flag to players who missed the cues. To further the players wanting to keep it at bay(you could raise the amount a little bit more) or; Have logs give back the tiniest amount of hunger and living logs maybe fill some health instead. Maybe vegetables could also fill the log meter, but it’s a tiny amount. In this concept, each form(which could just be a face thing), would have it’s own use for the player without the randomization or complication. The Combat form would be bulky and wonderful for combat to help out friends(you could keep the charge too and have it so he slaps something with the tail). The Ravenous form would be amazing for clearing out trees and all again, helping gather mass supplies for the group. The Scared form is great to still attack and makes you an even faster kiter, keeping you agile and on your toes, you can’t do as much but you can still help. Following up on this, all that was really wrong on Woodie on first port was the heavy nerf to the beaver. His damage was terrible, the armor was horrendous, and the sanity drain was too heavy. Plus the werebeaver ghost, I feel, was unneeded...Instead something like DS where he “dies”, turns back, and a moment of invincibility frames would work(even a few seconds for the animation when he snaps awake). Allow something where the monsters maybe lose aggro temporarily and a nearby friend could take them off while he gets back up. This is Don’t Starve Together. Emphasize the ‘together’ part but allowing other friends to pull aggro and help. People before have suggested allowing the werebeaver to swim. Maybe he can’t swim in the ocean(or it’s super limited), so instead he can dive into the ponds. Something that would be very high risk, with some reward. Jumping into a pond could cool off the werebeaver instantly, but raise the wetness meter significantly. On top of that, you could have the chance of fishing out something(ie. fish, eel, lichen, rot, trinkets/gears in the oasis, etc). But on the flip side, the chance is high that you might spawn frogs or mosquitoes that chase you out of the pond for a little before heading back. TLDR; We don’t need the totems. The inability to keep a form for a lasting amount of time is terrible. The new forms are generally unneeded. Just keep it as a beaver and rework that. Make Woodie shine by himself. Let Lucy do more damage to the tree beasts. Keep the higher chance for tree beasts. Keep his better follower time. Remove the new forms and keep it as a beaver. Remove the beaver ghost and just let him wake up with a short de-aggro or invincibility frame with hunger set to ~50%. Give the beaver some new features. I saw the Lucy bite damage, that could be brought back for anyone who’s not Woodie trying to grab her intentionally. Etc. Etc. This could be further expanded upon but I believe I’ve said enough for now. If this is read and considered, thank you. If it’s just read, still thank you. Also yes, hello, I do return from the grave.
  23. The weremoose is good idea but he needs some corretions. I'm glad the weremoose can't swim Monster meat idols look like from Lovecraft novel (and that's good) Were-meters shold be renewable. Why can't werebeaver eat logs and weregoose - seeds? Idols are too cheap.
  24. Im just posting a link to this thread as, basically, everything that I say here can also be said here.
  25. So, after spending a solid 30 minutes trying out the new mechanics and transformations, I'm a bit let down, to be fair. Werebeaver: The beaver now does it's job well. Since it does it's job so fast, you can easily amass a hundred logs with one or two idols, granted you're in a dense forest. Also, the Werebeaver's weremeter drains slower if the beaver attacks things, which is an unintended feature, Im guessing. Problem: None Potential Solution: n/a, the Beaver is the only transformation that I'm 100% happy with. Weregoose: The most disappointing mechanic. The only thing it can do is run. No flying, no swimming. Just run at around the same speed as Overcharged WX (150% speed) with a walking cane (apparently the goose runs at 140% speed, I myself haven't tested this.) I'd say, the best way to move this out of mediocrity is to give it the ability to swim. That way, it can be used in all stages of the game. Problem: Mediocre transformation Potential Solution: Give it the ability to swim, to expand it's usefulness so it has more uses, and so it doesn't become obsolete in mid-late game. Weremoose: While yes, having damage around the same place as the Hambat is cool and all, he's slow, which means that he is going to either soak up damage, or waste weremeter kiting. Also, using the idol for this is counter-intuitive if you want to tank, because the idol itself takes away 30 health upon use. In addition, since you can go from 100 weremeter to 0 in a span of 30 seconds even while constantly attacking, meaning that, if you're fighting a boss, you have to use SEVERAL IDOLS, which are 30 health a pop, mind you. Problem: Idol use is counter-intuitive as it drains HP. Tanking is seemingly the intended use, however the Weremoose only has (what it seems to be) 80% protection. The transformation duration is too short to efficiently utilize. Potential Solution: Raise the Damage Resistance to 90%. Increase the Transformation duration for the Weremoose so it can be utilized in more combat situations, such as bosses. The Idols: The idols have a penalty of 30 HP and 20 sanity. If you want to continually use idols over and over (for example: the Moose idol in a boss fight), you're going to quickly kill yourself. This wouldn't be so much of a problem if the transformations weren't so short in duration. Another problem that they have is that they are dirt cheap. Seriously, you could mass-produce them before day 5. If we look at the idols with the intended use of "Risk/Reward items" then that's completely out of wack. Problem: The idols seem to have a lackluster risk/reward balance. In addition, they are EXTREMELY cheap. Potential Solution: Increase the duration for wereforms if activated by an idol, and/or lower the HP penalty (15?), In addition, add 1 Living Log to each Idol's crafting recipe, which goes well with Woodie's increased chance of treeguards. (It also motivates him to go chopping) As much as it pains me to say this, as a Woodie main, I'm more or less disappointed with Woodie. His lackluster abilities, while good in some situations, are extremely niche and will 100% be overshadowed after mid-game, which isn't something a character perk should be. Overall, we're experiencing some bad deja-vu. Edit: this post on the DS/T discord just about sums up this entire situation.