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Found 13 results

  1. Well, most of the community is asking for wx 78 rework lately. This is so true- his gameplay feels a bit of boring because the only one perk being to upgrade him with gears that give him flat stat boost and the ability to charge with lightning which is not always possible. I would hereby suggest some points that would fit the needs of most players by keeping his gameplay fair and fun. WX-78 gets a new tab- the programs tab. WX-78 can now craft programming station that allows him to create programs that fits his needs. The installed programs last forever but only a maximum of 3 programs can be installed out of the following. 1.Machine upgrade program(costs 5 gears) This program upgrades his basic health, hunger and sanity stats, similar to his perk. 2. Efficient component efficiency program(costs 4 gears and a yellow gem) Allows WX to mine, chop and attack with 1.33x rate the normal. A rather interesting and effective program. 3. Emergency Lighting(costs 3 gears and 1 glowberry) WX glows when he is standing in the dark. But it drains his hunger twice as fast when doing so. This allows the character to mine, chop and fight at night without much worries about light. The radius of light is still smaller though. 4.locomotion update(costs 6 gears and purple gem) WX moves 30% faster. Not much info needed I guess. 5. Meditation program(costs 2 gears and 5 furs) WX 78 can now rest anywhere without tents and lean to. This does the same effect. But keep in mind that he is vulnerable and needs 3 seconds to wake up from this position. 6.waterproofing program(costs 3 gears and a deerclops eye) Makes your robo waterproof. Does not become wet even when drowned but your tools will still slip though. 7.Reboot program(costs 3 gears) WX removes all programs and gains the gears. He loses 3 gears as crafting this program costs 3. WX disadvantages WX is now affected by lightning. The remaining defects are same. THANKS
  2. So, here I come to give you my ideas what I had for their reworks as they are mage characters and they should improve upon being mage characters: Maxwell - Glass Cannon -Improve upon fighting minion stats maybe, or AI when it comes to high AOE enemies. -Give Maxwell a Spell Power Boost, increasing damage from fire staffs or and ice staffs. -Since Maxwell is a glass cannon, maybe offer him up either a ranged or direct shadow attacks like they were displayed within Forge. -Give Maxwell limited spell power increase, he could cast spells while his book is active or is near him like - One Hit Shields, Shadow hand puddles to stop and root your enemy to the ground (but not stun, they can still self defend), a Shadow Blast to make a powerful blow, but would take a moment to cast. All requiring nightmare fuel. With that I kinda hope there would be a Night Light update since Maxwell had a similar sort of equivalent as Maxwell lights, Feast And Famine mod made them useful to act like a priority of smoldering during summers almost like lureplants, but if they are burning they won't work. Also to remove that flingos could put their lights off.. Unless ice staffs are involved idk I just wanna see more use for them since noone really uses them. :B Wickerbottom - Utility -Book stand or idk what name it is for that. A stand where your books when set will passively loose durability but would have a similar effect like when you read the book instead it would use the durability of books slowly in less effective fashion. For an example - WX gets to charge himself with her books when needed by using The End is Nigh, or when there's a hoard of enemies or a boss the book will cast slows to the point of the boss would fall asleep when having a Sleepy Time Stories placed on it. It would link to a caster and drain their sanity as one of the books gets used. -Wickerbottom having laser eyes like from X-Men. Or would make you blind if she opens them. -Wickerbottom can tell how long will the food she examines will last(?) -Wickerbottom honestly I am not sure what else there needs to be added for her, she seems decent at what she is and maybe just additionally few new books to be added and that's all. My imagination is kinda low on this. Not gonna lie. :T
  3. One addition I'd like to see on Webber for his rework would be a 27.2 damage lunge attack when he is unarmed as a right click command similar to weremoose charge which only damages a single target. As Webber stands, he is already an exceptionally easy character to feed as he can eat raw monster meat with no consequence. Having a lunge attack that kills birds and rabbits in one shot will benefit a team more than himself in the ability to obtain morsels and feathers without having to craft a boomerang, thus creating a scienceless niche for himself that would be a godsend for organization in a team in the ability to freely obtain black feathers to mark chests in games where people create chests which do not have drawings on minisigns to identify what is in each chest, "Kevin." If this however is a little too underpowered, Klei could up the ante and add invincibility frames to the lunge but at a cost of 10 hunger. The latter supplement to the suggestion seems a little too powerful in my opinion and the lunge itself would be enough of a little addition to bring some personality and small utility to Webber's future rework. Thanks for reading
  4. The Crab King's concept is a great one, the kind of “make your own boss” type of thing, but the application was, in my opinion, not well done. I suggest you watch Freddo Film’s latest video on the subject, he discusses well the flaws of the fight. In short, The Crab King’s gem powers are unbalanced, meaning everyone only uses purple gems, the only way to even find it, is to explore THE ENTIRE OCEAN, which takes for ever, and if you do one single mistake in the fight, it’s game over, since he can permanently stunt-lock you by freezing you. Here are my suggestions to deal with these problems: 1. Rebalance the gems by making them have more equal effects (except for the iridescent gem). 2. Make the gems not only buff him, but also give him different downsides/vulnerabilities (Ex: blue gem could make him vulnerable to fire, red ones could make it so he can’t permanently freeze you until your boat sinks or make him more vulnerable to freezing, purple gems could make glass cutters more effective on him or that glass cutters would lose less durability, like with shadows, etc.) 3. Make Pearl give you a map to indicate where the Crab King is when she gives you her pearl to make it doable to find him in a reasonable amount of time, especially if Klei intend to lock progress behind the Crab King, with the celestial tribute. 4. Give the Crab King a Physical attack (not AOE) that would unfreeze you so that you are not permanently frozen, like Deerclops and Klaus. This would also fix the bee cheese, and convert that to a technique instead of cheese. Please, feel free to discuss your thoughts and ideas down in the replies. Also, no offense Klei, love you guys , DST is my favorite game!
  5. A redesign of Wendy's Ecthobology. I feel like there is a lot of potential in the elixir and want to share my ideas to improve Wendy's Ectoherbology. Currently the potion are stats boost: regeneration, shield, attack and speed. Here is my idea for a replacement to the current elixirs. Elixirs: Regeneration (Revenant Restorative): (1 Mourning Glory, 3 Spider gland) Abigail effect unchanged. Wendy gets a small heal aura while beside Abigail(+1hp/15s) Dual: (3 Mourning Glory, 1 Telltale Heart, 2 Living Log) Abigail applies petals(lasting 3~5seconds) increasing damage that the mob takes by 10% (having that mechanic tied to a potion). Wendy doesn't get additional extra damage to enemies that were marked, instead Abigail deals more damage to single enemies(also tied to the potion). Wendy heals Abigail for a portion of damage she deals to the marked target(25% Ham Bat -> 16,5 health per hit). Spirit: (3 Mourning Glory, 1 Nightmare Fuel) Abigail max "Spirit" rises to 1500hp but applying the elixir does not change her current health. After the potion Abigail's max health quickly decays(from 1500 to 600 in 3min). If another elixir is applied her health is immediately set back to 600. Wendy hunger drains faster during the effect and Abigail is a negative sanity aura to Wendy (+20%hunger drain and -3 sanity/min) Night (Nightshade Nostrum): (1 Mourning Glory, 1 Moon Rock) Abigail is now able to attack Crawling Horror, Terrorbeak and ghost but her passive health regeneration is reduced(depending on how easy Abigail kills the shadows creatures) Abigail glows more (50% increased light radius). Aggression (Distilled Vengeance): (1 Mourning Glory, 1 Honey, 1 Stinger) Same effect of Vigor Mortis plus Abigail periodically taunts mobs(every 5 seconds she does a taunt that aggroes pigs, bees, bosses,... in a screen wide area) Wendy has bonus attack speed when fighting beside Abigail(+10%) (TL:DR, design and explanations) I'm going to talk about my thought proses behind the Ectoherbology changes. General: I have two main goals with the potions, first Ectoherbology should, by modifying Abigail, enable new playing styles, expand Wendy's general gameplay and/or addressing some of Wendy's weaknesses. Second have the elixirs effect both sisters and be most effective when working together. Ghostlyelixir of Regeneration I feel like to elixir is pretty good as it is. Its the only one I really use in game and allows Abigail to do more Abigail stuff. The small healing aura is a thematic addition. The increase in spider glad cost is to reflect the healing Wendy gets. 3 Healing Salve = 60hp, 1hp/15s = 32hp over a full Day. Ghostlyelixir of Dual (a fair 2v1 fight) This is the main Boss fighting elixir. This is probably the hardest potion to get "right". Wendy's main drawback is that she is terrible against the Big Bads of the constant. Ether in long lasting worlds, or just as show off, killing bosses is integral to the game and often a highlight. This elixir is my attempt to help Wendy deal with the Giants in her unique way. The main issue that I feel need to be addressed is Abigail dying "5 seconds" into the fight, so healing her is crucial. The current way to do so is to spam Spectral Cure-All and hope that the numbers are high enough, which they are. But Spectral Cure-All doesn't feel right to me. After thinking about how to get a lot healing and about boss fights in general, I decided to have Wendy heal Abigail with her attacks. This should be more engaging and feel more rewarding. Now to the healing values, they should be high enough that if Wendy play well, Abigail does not die in most boss fights (not sure about something like the Bearger fight). So going off the Ham Bat damage, something like 25~30% life leach from attacks would be it in line with Spectral Cure-All healing(25% spear -> 9.35 health per hit, Ham Bat -> 16,5 health, testing required). When it comes to Wendy's damage, I don't like the additional extra damage from the petals effect. It feels like an overwrite to the characters base damage modifier. I prefer the approach of buffing Abigail's damage to single targets, similar to the implementation in the first Wendy rework. This time its tied to an elixir. Something like a 50% damage increase to single targets during the effect. Last point is the cost. For it being the "Boss fight" potion, it should be the most expensive. And I thing its the most powerful to. The Telltale Heart represents healing and the Living Log is the petals aspect. Ghostlyelixir of Spirit So yes, Abigail can have 1500 max hp. But I don't thing that it's op. My initial idea was to play around with the Spirit theme. I Also wanted a tank/defence potion. The simplest way is to give a damage reduction buff, similar to Wigfird. Also I wanted a "preparation" mechanic, let me explain. In DST you tend to prepare for upcoming fight by making weapons, getting armor and healing items. All three ideas went into this potion. Now how do you get Abigail to 1500hp? She start at 600hp and the potion does not change her health value. You can wait a day, she heals 480hp/day so at the end of the potion duration she is at 1080hp and now you need another potion. You need 2 full days of waiting and having Abigail not take damage to get her to max spirit and now with the third spirit elixir you are ready to fight. Or you use 45 healing salve. Having 1500hp instead of 600 is similar to having an 60% armor(with 900 durability) or 3 log suits. This pumped up Abigail is hard to get and probably most useful against medium mobs (spider queen, tentacles), but she still can't solo Treeguards with that health. Chaining this potion with a different one, effectively getting 900 "free" health and then also the elixir you want for the situation is probable the most broken aspect of this potion. This could be addressed by limiting how and when you can use elixirs (like not allowing to overwrite potions). The Spirit component is Wendy getting mentally better and Abigail growing in power. Wendy is more active and need to eat more. Wendy is able to think more clearly, and seeing her dead sister is pulling her right back into her usual mental state (negative sanity aura). Nightmare fuel is simply cruel. Ghostlyelixir of Night This potion came in two parts. One from the absurdity of almost newer needing a torch on Wendy, so why not make it even worse by giving Abigail a bigger light radius. Second and the main reason is to help Wendy get Nightmare fuel, or fend off shadows. Wendy has a harder time dealing with shadow creatures and generally relies on Abigail in fights, so have having Abigail fight Crawling Horror sounds like a good match. Moon rock has links to the night, full moon light, and also shadow fight (lunar island). Ghostlyelixir of Aggression The Vigor Mortis is fairly boring and I can only thing of one use for it, killing Mac Tusk. To make it more interesting, and playing off Abigail's Rile up, she now taunts mob to attack her. Taunting pigs to want to murder her as much as she want to kill them. Having her be more agitated(speed) and getting into fights ties well into a potion of aggression. Maybe also have her randomly "Rile up" on her own could make for an entertaining day. Wendy seeing Abigail agitation, is motivated to help in the fight(attack speed boost). Getting stinged and being on a sugar rush. Final thoughts It might be good to not allow changing potion. Having to wait the end of the duration before applying a different one. Therefore increasing the decision weight of the elixirs and forcing to play with it for a day. I think the changes are mainly code based. Effectively you can reuse all of the current game assets, maybe creating new bottle sprites. On a side note, it might be a good idea to transfer Abigail's aggro to Wendy when the player manually recalls abi. Being able to easily lose aggro with this trick is odd.
  6. Winona, the "Handywoman", is not really that handy, but more of engineer if you ask me. This is why I propose this small rework focusing on her nickname. 1. More efficient sewing kit use 2. More efficient wall repair 3. When she is too hungry to speed-craft, she should be just normal speed, it's way to slow right now in my opinion. 4. More trusty tape use. Right now, her trusty tape is just a discount sewing kit, I think it should also be usable on weapons and things like teeth traps. 5. More efficient GEM-erator based on the rarity of the gem, red and blue gem would be less efficient than purple gems and purple gems would be less efficient than green, yellow and orange gems. I know Winona has already recieved a rework, but to me, she is not yet fully fleshed out, very few actually use Winona since she feels incomplete and not worth it, because other characters are much more fun to play, and she does not provide a very different gameplay experience and since the only things she brings to the table are basically her catapults, her spotlight being outdone by a firepit or even a torch. Feel free to suggest your own ideas.
  7. So. Beefalo domestication. It's a pretty cool idea: you spend a little time, a lot of resources, and just a bit of heartbreak at times, and you get a cute Beefalo friend to ride and fight with. Sounds cool! But other then when the feature was first introduced you never see anyone actually bother with it; it's just not a practical, worthwhile investment. Perhaps it's time to revisit the concept and mechanics. Below I've detailed a few ideas - both helping and hindering - to spice up the Beefalo experience. A way to name Beefalo(different tendencies and saddles only get you so far). On that note, maybe some different styles of hair for further personalization? Decreasing the obedience cap for the default, rider, and pudgy Beefalo to match the ornery Beefalo to prevent neglect and make actually caring for them more engaging than just leaving them alone with a salt lick. Having a Beefalo's obedience slowly drain while on a boat(large animals generally don't like being confined to small spaces, you know). A Beefalo Trimmer that doesn't produce as much wool as the Razor - 1-2 vs. 3 - but doesn't degrade obedience. A healing item you can feed Beefalo that doesn't run the risk of overfeeding them, but reduces obedience by 30% due to its bitter flavor. A salt snack that simply increases obedience. If a Beefalo's obedience is high enough it will defend the last person who rode it if they are in close enough proximity. New saddles: A cargo saddle with 4-6 inventory slots. Speed increase starts at 40% and decreases with each item slot filled. When depleted it drops all items like a hammered chest. An armored saddle that deceases incoming damage by 75%. Speed increase is 25%. Unlike the other saddles it depletes like normal armor. Fleas that force Beefalo into the shaved state unable to regrow hair and constantly drains their obedience due to the irritation. If left unchecked they'll spread to other Beefalo. Beefalo milk and derivative products/foods from non-domestic Beefalo(I know there's already a mod for that but it wouldn't be the first time Klei's added content similar to a preexisting mod(not that they shouldn't be able to)). Maybe extend this to Volt Goats somehow since killing them for milk is horribly inefficient. If anyone has any ideas or feedback, feel free to share!
  8. Before I get to the idea, I originally made this post In the general discussion tab to see how people thought of the concepts. (This is not a repost though some things will be similar.) some of the concepts are not mine either revised versions of their ideas. As I will make sure to credit them in the post, please enjoy.:D(p.s some sketches I drew are drawn from official art so I do not intend to take credit for the work of others) Big picture:(idea of what the concept is going for.) Alot of controversy been going on in the past few months of a Wilson rework making him more useful to the group, and as a Wilson main myself I could possibly agree Wilson's only one helpful perk to support the group is an early and easier way of collecting beard hair which is only used for Meat Effigies. He probably needs a . So I gathered a few ideas here together to make Wilson more of the intelligent scientist wannabe he should be. These are the ideas I'm going for so far: -Keep Wilson as the beginner friendly character and not to make him too hard understand but still simple all around enough for experienced players like myself are still able to play and have fun with. -add two additional perks to show Wilson's scientific side and make them useful and supportive to the groups or himself -Make Wilson a character to experiment and test things with for new and old players, after all he is a Scientist. With that being said let's begin! Perk: •Is a true "Chemisist/Experimenter at Heart!" (Credit: @loopuleasa) Wilson Will now spawn in a world starting with a portable Chemistry lab.(Note Wilson can also make extras similar to Warly's Crock pots just in case if Wilson either loses his Original kit or He just wants extra.) Wilson can Place his Chemistry set just like Warly can with his portable crock pot, and use it to make potions and etc to support and Improve his and his teammates survival. @loopuleasa who made the original idea, Said that Wilson should have a Chemistry Tab to be able to make Specific Potions that his teammates can drink and use but not make on their own. Most of the potion ideas they made seem to be based on a way for New players to make cheaper versions of items to use which makes it an incredible idea! But, thinking in a unique way, I thought that maybe for the Concept, Wilson could use it as a crock pot (let's say for now 3 slots similar to the gorge and it cost one Nitre to mix it once) sort of giving into the experiment vibe you'd get similar to Warly, "What works and what doesn't work kind of way", or a "hmm I think I'll try this today..." or " I wonder if putting Red mushrooms in this mix would mess up the potion..." That kind of idea to it. An idea I have for potions could possibly be buffs/Debuffs similar to Warly's Spices, for example one potion could make the survivors immune to fire for a dangerous situation like a forest fire,if there are no Willows in your group Wilson could use that to help out in the situation. Here are a few examples of a few Potions I made up so far (I'll think of more and some pictures! These are just examples not my 100% go through with concept. :D) Reason: Wilson is a Scientist, and the one thing about being a scientist is experimenting! And what could be more fun then Exploring and messing around with the gimmicks/mechanics of a game. I want a similar feeling like playing as a Warly Experimenting with food, as an example: those moments when your group gets into a mild inconvenience or a problem and your onset friend goes, "Hang on, I got just the thing for this" rummaging through his Backpack full of food. It'll be like that but a Wilson with a bag of Potions and Experiments Ready to use on his group. Additional idea for the first perk:(Lab Rats to Experiment on) (credit: @Superwolfkid) Wilson Can build Cages to place in Rats (as a reference to the forbidden knowledge trailer) It's still questionable whether Wilson will use his own White normal Lab Rats or he will use Carrats as Carrats are pretty hard to find (Lunar Island). And could be hard to catch for a non-experienced player wanting to test this out. Once placed in a cage, Wilson could give the Rats Food or Objects even his experiments to test on the Rats with and see how they interact with them and see how it would affect the survivors. Like for example I thought a funny scenario of Wilson giving a rat a red mushroom or something bad, it would just straight up die in the cage and turn into a skeleton like a bird in a bird cage and Wilson would just go "Yeah, maybe not... Reason: Sometimes In Don't Starve the game can indeed be very punishing based on the unknown (I mean come on, we all had our Glommer goop taste test experience at least once) So this could be a better way to have new players rely on whether something is safe to eat or not. besides punishing them for relying based on Logic Second Perk: "Man with a Plan!" (Can Create Blueprints and is able to share them with others) Credit:Unknown Wilson has always been known as a very smart character despite his goofy personality Heck in official art we've even seen him make blueprints before so this would be a good perk to add to support others and himself. Wilson Has The ability to create Blue Prints to be learnt by other survivors and himself. Though this would pretty tough to implement to not make Wilson too much similar to Wickerbottom, and to have Wilson able to use it in single player usage.so the only blueprint system I have thought/Theorized so far is that Wilson could use his ability on prototypes and tools Wilson already can make by hand. But it would cost Papyrus to make a blueprint. Reason: In game Blueprints are usually only reliable in the early game (usually when you find a "failed Survivor") and thiscould option as a way For Wilson to Help the group get a early start on making materials I added alot of things I could think of for Wilson today, He is my Favorite character in the Game from his Charming personality and Just his general Character development from being some crazy weirdo in the woods to a person who's experienced so much much on the Island and he's still has hope and is still trying to escape!, any thoughts or ideas, please let me know and I will try to take criticism and reason. Thank you for Reading!
  9. Im gonna be honest when i say that in my whole gaming life ive never encountered such unbalanced and op charecter like wx78. NEVER. Why op you say? Well for starters he can eat foods in any freshness (spoiled or not) and say that its just food. This alone removes the need of rushing an icebox and the tactic of planing the food income to make sure they dont spoil. He can also upgrade himself with gear meaning a trip to the ruins will give you the highest base stats across the ds universe. And the worst part is that the upgrades arent even necessary meaning youll be fine even without them. And lets not forget to mention his sonic ablity in runing and zooming around when he is overloaded. Specialy when paired with wickerbottom where his ablities are no longer Limited by time. First i wanted to let this one thing alone cuz this is one of my Favourite team ablity(that we need more of in dst) but since the overloaded state makes him immune to freezing it means that paired with wicker he dosent even need a fire to suvive winter.this is in all regards an exploit and it need to be nerfed. Oh and what is the downside for all of this? Well lemme take a look here... Hmm.. Ah 0.5 health every second that he is wet. ARE YOU SERIOUS????!! not only that this downside is Completely minor and easy to overcome but it is so specific that outside of spring you wont even know this is thing. Plus the damage is so low that you can just ignore it Completely. If this is the best idea klei had for a downside then they need to think a bit more about it since a tent or siesta lean is all you need to battle it. Atleast other meta overpowered charecters have noticable downsides like wolfgangs hunger drain and wikers sleeplessness and spoiled food being garbage problems that make them expert only charecters while this guy gets away with no problems what so ever. Its so painfull to see dear old maxy suffer for being able to make workers while this metal can gets all the benefits with no Challenge at all. His powers need to be nerfed and i have a few ideas for it. 1)lets start with something that is actualy in normal ds and that is the lower base stats. Those stats were set to 100 in ds to counter his ability to upgrade but was removed in dst for some reason and i think it needs to come back in order to give a downside to him while also making upgrades a MUST rather than WANT. 2)make him so that he would have a rust meter. Since he is made out of metal he should rust after a few day with a rust meter to show it. When the rust meter is full he would turn into rusty wx78 and how a few downsides for it. Additionally wetness will speed up this process to actualy make rain a downside. Although a higher damage for the rain is also good. 3)make him so when he gets strike by lightning he would loose max health. Now i dont know if you ever saw a lamp geting a high amount of electricity but lemme tell you that the lamp EXPLODES. Same should be applied in dst for wx78. He also should not have any immunity to freezing. 4)make a downside for eating too many spoiled food. My best and most Creative idea is that after eating a certain amount of spoiled food his chemical engine will produce a flamable gas indicated by a fume around his face and when he gets on fire or get striked with lightning he would then explode causing damge to all of his stats and setting him and nearby objects in flames. This was my attempt to bring justice to dst while also not taking away his existing benefits that make him fun. Most likely my ideas arent the best thats why this discusion was made. I would love to see everyones opinion on this subject. Thnx for rading#justiceformaxy
  10. Come on Kiel don't do this to people that like Wes, he's been banned from Multiplayer because nobody wants a hard character because they think hard = a burden. If you have no ideas on an update I do. Not all of these will probably work but this is just some ideas to use. Don't let us Wes lovers down Kiel! Quoted from: SinancoTheBest Baloonomacy Well, it's supposed to be his main talent. But all he can for with his pile of balloons is to make decorative balloons by giving 5 sanity. Works for quick insanity, suicides and AFK assassinations but not much else, certainly not much to support the other survivors. Instead, his balloon talents can be reworked extensively. His pile of balloons should also act as a crafting station like Codex Umbra when placed on the ground for Wes to make various balloons with varying utilities. He'd require varying amounts of sanity, as well as different items around the constant to craft these. Balloon Saddle - A saddle that can be shaken off only once but allows Wes to rush beefalo domestication. Balloon Hat - Helmet that can only block one hit but prevents damage, knock back the player and give minimal damage when popped. Balloon Cake - Tribute item that grants maximum companionship when gifted to befriendable mobs. Balloon Sword - Weak but cheap weapon that pops and makes the cracking effect that de-aggroes mobs when depleted. Balloon Armchair - Comfy balloon armchair with multiple uses that like a tent, slowly heals sanity when sat on. Balloon Pillow - Sleeping item that can be used as an alternative to straw roll. It can be placed on the balloon armchair to upgrade it to heal too. Balloon Animal - Cute Balloon decoy animal that draws aggro very successfully, popping and damaging the attacker when hit. Inflatable Tube - Small doughnut-shaped lifesaver that can be placed on the sea to be sat on. Could pop after one use but would last long enough to allow passing rivers and lakes. A plethora of Balloons - The idea Mike suggested, making a holdable chunk of many balloons that acts like a lazy explorer, letting Wes glide across gaps. Could only have the durability of 1-3 uses and require a lot of sanity to build. Pantomime Another apparent talent of Wes that he only uses to communicate and examine stuff. Instead, his pantomime talent can be reworked into a substitute for basic tools, which could allow him to Chop, Mine, Shovel and Row without the relevant items. This could use up his sanity or hunger in each use, but would be nice giving him access to the powers of tools when he lacks to tools. Ventriloquism Wes can't talk but it doesn't mean he can't train his Ventriloquism skills. It's okay that he's mute when it comes to chatting and vocal warnings but it can get on the way of using basic multiplayer features like reading signs and reciting the weight of fish, making it more of an annoyance than an intended downside. Instead, he can craft a survival item, a puppet to be able to interact with and read signposts, pocket scales, scale-o-matic and various other structures. Daredevil His stunt work could also be capitalized on. I envision a unique structure of stunt cannonball that can shoot players across some distance quickly, possibly allowing them passage oversea. It could also be used by Wes only to shoot himself on a selected target enemy to hurt him significantly, as long as he's wearing a helmet, making a hilarious entrance. Just imagine a group of players fighting Deerclops and Wes suddenly shooting himself onto Clops, headbutting him and hitting him with 150 damage and landing in a similar fashion as if thrown from a beefalo. Acrobat Unicycle and tight rope come to my mind but I don't know how to conceptualize these in a not too OP and not too complex manner. Still I'd like a Unicycle that can only be crafted and used by him that'd allow him faster travel for a very brief time. Juggler Could be an interesting and unique way of inventory management, giving Wes a Juggling Kit item similar to Gifting Wrap or Bundling Wrap that can take up to 5 items but instead of packing them, Wes'd bundle the inventory items in balls and start juggling them, using up his hand slot and only allowing him to walk and pick up more items. He'd drop all the balls when interrupted by a hit or when stopped willingly, with fallen balls immediately returning back to their original forms upon hitting the ground. This could be used in conjunction with the Unicycle or When riding a Beefalo for delivery purposes Clown Various clown tools could be added to his arsenal. One such tool could be something similar to the Year of the Pig King signpost that could flinch or throw enemies. Another could be a fake flower hand item or a whole body slot with a flower that he can squirt water onto enemies with, getting them wet and assisting the team with Electric damage. Finally a fake pie item he can craft to throw into enemies to stun them for a second could be fun. Calligraphy Not much going on for this ability but he could have an extra craft near Cartography desk like "Name Plaque" or "Caricature" that he can give to other players who can read them and gain sanity like blueprints. Who knows, maybe he could be a great writer/caricaturist/calligrapher behind his mute façade. Animal Taming We don't have any character specialized in animal domestication, taming, herding and ranching and I don't see Wes particularly good at this. I'd like the unimplemented Winnie character or even the Inkeeper to be designed extensively around this trait but I guess Wes could be given some animal friendhip perks too. Immediate access to saddle a balloon saddle is something I really like as mentioned in baloonomacy but he could also be good at luring or herding other mobs like Volt Goats, Koelephants, Grass Geckos, Hounds etc. I don't know how this would be implemented but Animal tamers too are a staple of circuses.
  11. As seen in his short, Wortox used to be friends with Krampus, thus a little bit of in-game details would make sens towards his lore. I would very much like some sort of interaction between Krampus and Wortox, here are some examples: 1. Krampi could come more often; 2. Krampi could come less often, but would have a higher chance to drop a Krampus sack; 3. Krampus could be able to steal a baby beefalo like in the short, but if Wortox manages to kill him, the baby beefalo would be free, and Krampus would drop some Fissured Sack Fabric, that then could be used to craft a "Wortox Sack", but would be an in-between Krampus Sack and Piggyback, but without a speed penality. Basically, I would really like any form of interaction between Krampus and Wortox (but I really like my suggestion number 3 ), it would just make so much sense with the little bit of lore that we have for Wortox.
  12. The collector role of game has taken by Woodie (Beaver) and now playing with Maxwell don't make sense. The monster farming role of game has taken by Woodie (moose) and now playing with Wendy/Webber don't make sense. The investigation role of game has taken by Woodie (Goose) and now playing with WX don't make sense. Woodie was worst character of game but now he is GOD. He is really overpowered. Yeah Wicker, Wigfrid and Wolfgang is easy too but not as Woodie. This characters needs experience of game and creating problems at start of game but with Woodie you can turn forgotten gods with a meatball (For hunger reset downside). I think Klei must do something. I have little ideas for making Woodie human again. >He should drop everything (at least randomly half of items) when turns wereforms. This would make forms more "curse". >He should not able to see map when he turns wereforms. (Specialy map is making discovery with goose really op) >Goose should get wet slowly when it run on water (God bless water splashes) >Wereforms should be hypnosised/enlightenment (slow moving effect idk how it called) while being/being near at lunar islands. Traveling lunar island with Goose is easier than making a boat and let's be honest, there is not so much reason to going islands. We all just go for stonefruit. >All player should lost sanity while being near to wereforms. >Treeguard should be improved. I can kill it with an axe while eating food and watching movie both. Maybe it should be have few attack types. For ex. we saw treeguard hits the floor with leg at animation. Maybe it should do it in game too and create a little damage zone. >All birds should attack him and KILL him in one hit and he should be vegetarian also...... just kidding that was all. I think he would be still easy character but more fun to play this time. And also I have few aesthetic ideas for Lucy! >Lucy should not speak all time when you wear/unwear her. She's spamming and her sound is not really nice. She should speak lesser. I'm using a mod to mute her. >Lucy should damage 30-50 damage for only Treeguards. It's would be cool to fighting tree guards with her. Please klei, save us from this god and you guys share your ideas.