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  1. Okay so we know that every month or so over the course of 2019/2020 that Klei plans to rework all the characters in Don’t Starve Together editing their abilities and hopefully make them more fun to play as with cool new features.. so let’s just dive right into my favorite to play as- Wendy! On the selection screen for Wendy it stays that she isn’t afraid of the dark.. but in game this actually isn’t true.. Wendy dies in the dark just like everyone else! so how can we make Wendy more fun? Well for starters- her sisters a ghost that can be summoned, so in that theory shouldn’t Wendy be able to Befriend all ghosts (like Webber can with Spiders?) This would allow Wendy to dig up loot from graves and instead of having ghosts pop out angry wanting to chase her around and kill her, they will instead act similar to Webber’s spiders following her around. Wendy could also have the option to place flowers onto their graves to mourn the dead, which would raise her Sanity level slightly. But the absolute BEST use for Wendy that I could come up with is Abigail and well other ghosts.. but Abigail glows in the dark- So why can’t Wendy use her as a personal lantern that never runs out? Just have Abigail following over the top of Wendy when it goes completely dark. As with all other game features- something this Overpowered of course needs to be balanced.. so maybe increasing the time it takes before Abigail can be summoned again would work? I just find a little odd that on her character selection screen it states that she isn’t afraid of the dark but yet she dies in it just like everyone else.. what would your ideas be for a Wendy Rework?
  2. Hi all, Here is a design that attempts to achieve the following goals from Wilson's identity : 1. Wilson is a simple character, with no downsides 2. Wilson is a scientist, likes experimenting 3. Wilson is intended as the face of don't starve, and he should be flavorful 4. Wilson is intended to be easy to get into for new players without being confusing 5. Wilson has a lot of knowledge and sanity to boot, similar to wicker 6. Wilson is a forgiving character to play 7. Wilson has to be a team player with some ability of revives (as seen in the forge) New ability : Portable Chemistry Set This is a new portable station (that Wilson can start with) which can be dropped like Maxwell book that unlocks some formulas that can be made with ingredients at the cost of sanity on use. The potions spoil in 3 days, to prevent stockpiling. Other characters can drink or use them, but cannot make them. The potions have mild support effects. 1. Heartpulse Formula 2x spider glands + 2 nitre + 30 health This formula is like a telltale heart,with bonus points reviving at 100 health instead of 50, and without booster shot needed. The downside is that it doesn't restore sanity on use, but drains 20 sanity to the person using it on a ghost Reason: as per his forge design, and the fact that new players die a lot, this would help for revives 2. Luminus Formula 2x light bulb + 2x nitre Upon consumption, makes Wilson glow, with the duration of 3x a lesser glow berry. It consumes 20 sanity on use. reason: new players usually avoid caves, and this would help them out 3. Sanity+ 4x flowers + 2 nitre Restores 30 sanity. reason: simple formula for new players that wish to spend extra nitre resources to not have to deal with nightmare creatures 4. Trinitretolleus (crafts 3) 3x nitre + 3x ashes Throwable gunpowder (like balloons) It does 59.5 damage on hit, sets targets on fire after 3 hits in short succession, and no fire otherwise. Works in an aoe. These spoil in 10 days, instead of 3, and do not cost sanity on use. Reason: for players that have issues kiting, this can help as a ranged attack with a cost of grinding. Numbers can be tweaked. 5. Brightbark Formula 1x logs + 1x nitre A fuel item that lasts as long as glommer's goop. Creates efficiency at the cost of nitre. No sanity cost on use (because it is not drank, but fuel) Let me know what you think of this approach and if you have other ideas of interesting formulas that fit Wilson's identities. Bonus: I would also add a "Use" option to Maxwell's book and the portable chemistry set, which simply drops it at your feet, to make new players understand how it is used
  3. 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!
  4. Hello all, Im back with another little rework idea. This time its for Wendy and Abigail. Now I dont consider this a full idea, as in, its not an idea that would be the only thing in a rework, at least I dont think it would. My main Idea is that abigail would be able to be controlled by wendy. And that Abigail could be able to pick up items off of the ground and carry them to Wendy. She would'nt simply give the item to Wendy, rather she would drop it near Wendy's feet. And since this would require right-clicking on an item, you would not be able to do this while holding an item in your off-hand. Here is an example of how I think it would work. Now you might say, "but how is this useful at all". Well to that, I say that she would be able to grab items from across gaps and water. As well as out of the water! Now like I said, I dont think of this idea as a FULL rework, I more think of it as something that would be added INTO the rework. So that she has the ability to collect distant items quickly and efficiently. Do you guys have any ideas that you would want to be added? Or do you think this idea is bad? What could be Improved?
  5. There will be a TL/DR at the bottom if you're one of those people. So I've been thinking for awhile now on what Maxwell would look like after coming out of a rework. I know Klei likes hearing our ideas and thoughts on things so I thought about throwing in my two oincs. I love Maxwell and the concept around him. Puppet master and controller of shadows. For me, Maxwell takes on the role of a support/mage/summoner. Able to gather resources and alter his sanity at will (through the use of puppets) and due to his high sanity regen, magic items that consume sanity are very well suited to him. As it stands, he is mostly used as a mass resource gatherer with three puppets. The other puppet being the duellist that is good in it's own right, up to a point. It regens fast and can generally solo most mobs without issue. In some cases it can solo multiple mobs if it isn't stun locked (I've had one take on three hounds at once). I think that any increase to its stats would cause it to be broken. Instead of changing what he has, I thought to expand on him instead. Maxwell would never pass up power or the chance to gain it. With his knowledge as the previous King of the constant I see no reason as to why he wouldn't be able to increase his power and expand on what he has. My concept is: Upgrading the Codex Umbra through his knowledge of shadows and magic. What I say beyond this (especially numbers) is just a general idea to spark imagination/discussion. Ill mark things with an * as a general "subject to change" Tier 1: This is the Codex Umbra as it currently stands. I think the four puppets should remain the same stat wise. A nice change would be the ability to "command" them. There is nothing worse than having to bop a puppet so it doesn't mine/cut/shovel things that you don't want it to. Being able to command them to harvest something would be a QoL change. OR the "command" to make them/or specific ones; go idle. They can still harvest things as they come into proximity, but only when you say so. Either of those changes would suit Tier 2: How to upgrade: In the Codex tab it will have a selection for the next upgrade; requiring x3 Living Logs, x1 Purple gem and x7 Nightmare fuel: the same resources as a SM (shadow manipulator). This allows Maxwell to skip the Prestihat and go right onto shadow manipulator tech. But instead of creating it as a crafting station, he crafts it onto the front of his book. The books model could be updated to reflect this, with a smaller shadow manipulator attached to the front of the book. What you receive: Now when accessing the Codex it will also give you access to the magic tab with the SM tech. A portable SM in his pocket sounds very Maxwell. The animation for the book could change too. Idle on the ground as usual,character comes into range then lifted into the air on shadows; purple gem glowing and shadows swirling around it; go near it and it opens. I think other players should be able to access the magic tab as well, but obviously not the Codex one as usual. The reason for this is; you could have just made the station and put it on the ground anyway - which they would have been able to use. (Could change the name from Codex Umbra to Codex Manipulator? or just leave as it is, just a thought) Tier 3: How to upgrade: The next tier consists of "feeding" the Codex. While placed on the ground and in "crafting" form, you can feed the codex nightmare fuel. It's evident the SM intakes and imbues the fuel into objects. So lets have it absorb it selfishly too, for its own and Maxwell's gain. Reaching this Tier requires "feeding" the codex *100 Nightmare Fuel. Quite a lot but well within Maxwell's ability to farm. It could have a little counter above it to show the progress *56/100 etc after being fed the full *100 nightmare fuels the codex will be upgraded. (as a little side bit it would be cool if the codex whispered to Maxwell when he was near it. Like it's gaining sentience from the remnants/memory's in the fuel It could be in shadow language or something otherworldly sounding) What you receive: At this Tier the codex gains new crafting recipes inside the codex tab. Specifically 2 shadow spells and one weapon. I've based the following on what I thought would suit the roles of a support/mage/summoner. I don't want them to be anything like the spells Wickerbottom can make; besides that her spells seem more "physical" affecting the world in reality rather than the world on the more sinister side. These spells can NOT be used by other players 1: Umbral Passage (Summoner Spell) *Cost: x1 Purple gem, x5 Nightmare Fuel, 40 Sanity *Uses: 4 Maxwell creates a link to his codex; it becomes an "anchor" for teleportation of this spell. When the spell is used shadows swarm Maxwell and teleport him to the Codex. It can NOT be used on mobs. But Maxwell can cast it on another player 2: Umbral Vision (Support Spell) *Cost: x1 Moleworm, x10 Nightmare Fuel, 10 Sanity *Uses: 1 - Lasts for 180 seconds Maxwell sacrifices a Moleworm and imbues its properties into the fuel, weaving a spell that lets the recipient see in the dark. Can target self or other players. The fuel coats the targets eyes like glasses and gives them the effect of "moggles" but with more of a shadowy filter. (does not take up headslot) 3: Umbral Lash (Mage Weapon) *Cost: x1 Tentacle Spike, x50 Nightmare Fuel, 100 Sanity *Uses: 50 Maxwell imbues the fuel with the memory of a tentacle receiving the Umbral Lash. When equipped in hand it can be cast to attack a target from range. A shadow tentacle leaps forth and lashes the target for 51 damage. (same damage as a tentacle spike, but it's uses are halved since it is given range) Tier 4: (Final Tier) Umbral Guardian (UG) How to upgrade: This final Tier is a "recyclable" tier. After obtaining it and using it, the codex reverts back to Tier 3 requiring it to be upgraded to Tier 4 again. Placing the codex on the ground while it is in Tier 3 will cause it to "absorb" defeated shadow creatures in a radius. You will need to be insane to have them spawn as usual then defeat 10 of them near the codex. After absorbing 10 shadow creatures the codex fills with their power and becomes "primed", The codex can then be picked up in the inventory and used like an item. When it is used the codex reverts back to Tier 3 and the effect takes place. What you receive: Maxwell is lifted above the ground and surrounded by shadow essence. It manifests into a creature around him like a "shell". You basically take command of the Umbral Guardian. The UG protects Maxwell, while inside he cannot be harmed but Maxwell is "incapacitated": tied up in shadow chains inside of the UG and cannot act himself (he is basically the heart of the creature). He cannot use any items. Any damage taken is taken out of the UG health instead. The UG has *1000 base health but no resistances; it takes full damage. Maxwell loses 1 sanity per second while inside the UG (it's effectively draining him). When his sanity reaches 0 or the UG reaches 0 health, the effect ends (basically 200 seconds if Maxwell is at full sanity) The UG can see in the dark and moves twice as fast at night. The UG can attack, swinging it's claws in an arc in front of it, cleaving the target and nearby enemies for 68 damage (slow attack speed). Allies can be "enveloped" by clicking on them. They are safe inside but cannot act, are given night vision and move with the UG (basically hitching a ride/being protected). They are able to break out at anytime by clicking the UG. (an ally stuck in the dark? You can grab them and protect them from charlie. Swarmed by mobs? Grab them and then attack/run). The UG can attack shadow creatures. When the effect ends, either by health depletion or sanity loss; it dissipates and Maxwell falls to the ground. The Codex needs to absorb another 10 shadow creatures to be "primed" again. TL/DR Codex upgrades in tiers, requiring a cost for each of the 4 Tiers Tier 1: Codex as normal. Tier 2 (requires Shadow manipulator components): Craft a shadow manipulator onto the codex umbra cover and be able to access the magic tab from the codex. Tier 3 (feed the codex 100 nightmare fuel): Access to two shadow spells and a ranged shadow weapon. Tier 4 (death of 10 shadow creatures near the codex. Gives access to a "guardian": Gain control of the "shell" creature around Maxwell. He cannot act inside (cant eat or use things), you control it instead of him. He cannot take damage while inside. Instead the guardian takes damage. 1000 health, no resistance; takes full damage. Drains sanity 1 per second. At Maxwells max sanity it lasts 200 seconds. It can see in the dark and move faster in the dark. Allies can be "absorbed" to hitch a ride/be protected, but they can leave at anytime unlike Maxwell. When either Maxwells sanity reaches 0 or the guardian reaches 0 health Maxwell is dropped onto the ground and control resumes as usual. The codex is reverted to Tier 3 and requires the process to Tier 4 "primed" stage to happen again. Notes: If the codex is destroyed you will have to craft a new one, it starts from Tier 1. Allies cannot envelop themselves in the Umbral Guardian using the Codex. Only Maxwell can Thanks for taking the time to read. Would love to hear your thoughts/suggestions etc on what I've mentioned or what you would like to happen with the Maxwell rework/changes!
  6. 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.
  7. Last time, my idea was... pretty bad lol , and I agreed. But hey, I just do this becuase I think it's fun. So, don't take things so seriously. -Maxwell's shadow minions no longer cost tools to summon. -Maxwell naturally has one shadow that will aid him generally. The shadow is similar to combination of DS and DST version. It has 75 hp, regen 15 hp every 2 seconds, "kite" enemies. However, it will also mimic Maxwell's actions; It helps chopping and mining, but with the same manner that shadow minions in DS do. In other word, it chops when Maxwell does and mine rocks when Maxwell does so. It also helps fighting with the same manner the Shadow Duelists do in DST. If it dies, it will respawn within X days. (The idea behind this is from Maxwell's vignette and steam card where he stands alongside with his shadow.) To clarify, he gets one shadow minion for free in addtion to 3 shadow minions. -Maxwell can only summon three addtional shadow minions regardless of their roles. (So, he can have, in total, 4 shadow minions at the same time. ) -Shadow Duelists have X% of damage resistance(probably around 30% or less), regen X amount of HP every two seconds, "kite" enemies just like they do in DST. -Maxwell can summon new type of minions that cast meteor. (Basically, it's just like the ones in Klei mod that has Shadow Maxwells casting meteor.) They deal, maybe?, 30 AOE damage every two seconds( but it needs some time to cast the meteor as well), has 75 hp, regen X amount of hp every two seconds, has no damage resistance, will flee if enemies get too close. -Shadow Duelists only cost 25% of maximum sanity. (So now, he can summon 3 of them) -Shadow Mage? Caster? Whatever? cost 30%(or 35% if they are too strong) of maximum sanity. (So summoning three of them would mean that Maxwell will always be insane.) *In case someone is still confused, Maxwell can still summon Shadow Miner, Shadow Digger, and Shadow Logger.*
  8. With people talking about reworks, I've realized that there was actually just one Wolfgang rework thread, which struck me as weird, because Wolfgang is one of the most powerful characters and there's only one thread about his rework? I had to change that, so here are my ideas for his rework: New things Changes And these are my ideas for Wolfgang's rework, I tried to make him more fun and rewarding to play, if you have any ideas or changes you would make, please leave a comment below!
  9. 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!
  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. 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.
  12. 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!
  13. 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.
  14. 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.
  15. So the other night I was thinking that while we are getting reworks/refreshes to all characters it would be neat as Wilson is science or crafty/experimental to have him be able to reskin already made items. Example: You sleep and get a beefalo hat as a Winter's Feast gift. Wilson could build his crafting station and be able to change said crafted item to another skin that he has access to. In this case it could be like pig king hat skin from the last new year season. It's just an idea, a fun one, but would need a lot more fleshing out.
  16. Good day everyone. Klei were saying, that Woodie is coming early September, means it is not much time until he will be actually released. Can't wait to see anouncement of his new features. And for the time of waiting, what are YOUR thoughts about Woodie? What would you like to change in him? Should he be only gatherer? Or also a bit fighter or having another special abilities? Let us discuss it here! P.S. If I messed up and didn't saw some Klei Anouncement (I searched!), would be nice to have a link
  17. I feel like Warly's concept is very interesting, but the execution is poor. Some of his mechanics could be fixed with smaller changes, but others would need an overhaul. His theme seems to be "variety is the spice of life", so let's start this journey... His food-variety mechanic is the biggest offender. First, it can be gamed; According to the wiki and this other thread from single-player, all you need to do is mash several meatballs into your face every two days, because the timer just resets to maximum when you eat repeated meals. You could fix that specific aspect by having the timer add instead of resetting for repeated meals, but that leads me to my next point - the mechanic itself is boring and punishing. It's supposed to encourage players to seek out new foods they may not have tried, or to explore the work for different ingredients, but instead it forces players to keep a flippin' spreadsheet open, with how recently they ate certain meals. (Alternately, eat a meaty stew every 2 days, since it keeps you full long enough to outlast the variety-timer, completely bypassing the whole point of trying to have varied meals.) That's madness - other players have everything shown in the UI, because DST is a happy fun-time game for relaxation, not salaryman training! Rather than clutter up the UI with a dozen icons for his most recent meals, let's take an idea from that single-player thread - simply give him a random target every day. Simple targets like "meaty" or "sweet" would give him a small boost to sanity, in addition to the meal itself, while something specific but with common ingredients like meaty stew would be medium, and rare ingredients meals like Glow Berry Mousse or Volt Goat Chaud-Froid would be a large boost to sanity. Missing targets would penalize him for increasing amounts of sanity for every day missed (in a row). If you really wanted to put in the extra variety, you could have location-targets - maybe he's craving to eat at a certain location on the map (with a player-visible marker), or a certain biome! His spices are pretty good, but not great. First, it seems like adding spices overrides his food-variety mechanic, since he doesn't say his "I'm sick of this" lines; Alternately, it's just because the game doesn't show two pieces of text for the same meal. If it does override the variety need, I feel like that's just a grindy way to get rid of a grindy mechanic - the preceding paragraph obviates the need for this. If it is just a UI-limitation, then it is again made irrelevant. Now, onto the bigger problem - his spices encourage the opposite behaviour of his main mechanic. You just grind (literally and figuratively, so it's doubly-bad) ingredients, then apply them to food for small bonuses. Monotony is the spice of life! The game already has special meals like Volt Goat Chaud-Froid, Glow Berry Mousse, etc, so why invent a whole new mechanic that also is boring? Ditch the grinding mill, seasoning station, and just add a few more recipes with specific effects! The rest of Warly seems pretty fine to me. Not eating plain ingredients? Fine. Special backpack to encourage and help with his food-theme? Also fine. Faster food drain? Exactly as fine! Special meals only cookable by him and his special pot? Fine dining at its finest!
  18. Not sure if there is another topic like this but i wanted to gather some wishes and ideas for the woody-rewok. 1.I heared many people want the beaver to swim. 2.Give him a grindstone (or something) that he can use to upgrade/care for his axe.
  19. So what do you think Wendy's rework's going to be? Will Klei remove her damage penalty and make Abigail weaker? Or add something completely different and make her a more decent character to play as. Please share your thoughts.
  20. Warly's chili buff grants 20% bonus damage, which stacks multiplicatively with all other existing character damage modifiers. Because it scales multiplicatively, the effect is vastly more powerful on characters who already have high damage (Wolfgang, Wigfrid) and weaker on characters with low damage (Wendy, Wes). Wendy/Wes' bonus with chili powder: 0.75 x 1.2 damage = 0.9x damage (a 15% increase) Normal characters' bonus with chili powder: 1.2x damage (a 20% increase) Wigfrid's bonus with chili powder: 1.25 x 1.2 = 1.5x damage (a 25% increase) Wolfgang's bonus with chili powder: 2 x 1.2 = 2.4x damage (a 40% increase) I like damage buffs, but the way that the math on this one works, it is widening the already-considerable power gap between high- and low-tier characters. In any case where chili powder needs to be rationed, it is always going to be most efficient to give it to the party Wolfgangs and Wigfrids. This doesn't bother me so much in the case of Volt Goat Chaud-Froid, as the Chaud-Froid is a very expensive recipe that will not be used by anybody in most fights. But I think chili powder is in kind of an awkward spot where it will be common enough to be used regularly, but also rare enough that it will have to be denied to the characters who don't benefit as much from it, which is going to feel like being snubbed from the cool kids' club. There is a very simple way to fix this, however--make the chili buff stack additively with character damage modifiers instead of multiplicatively. This would mean it increases Wendy/Wes' modifier from 0.75 to 0.95, normal characters' from 1 to 1.2, Wigfrid's from 1.25 to 1.45, and Wolfgang's from 2 to 2.2--an equal 20% increase for everybody. No matter who takes the chili powder, they will be guaranteed an extra 13.6 damage on each swing of their Dark Sword beyond whatever they'd normally get--instead of Wolfgang getting an extra 27.2 while Wendy gets only 10.2. Now anyone can take the chili powder, without stigma or guilt about hurting the party's collective DPS output. If anyone's worried that this would completely ruin Wolfgang's hilarious ability to run Misery Toadstool into the ground with blowdarts and Spicy Volt Goat Chaud-Froid, don't panic. He'd still do 550 damage per dart with that strat (as opposed to the 600 per dart that he gets currently).
  21. I think @inferjus4 said it best: Maxwell is a very interesting concept, yet isn't utilized to his highest potential. And so, I spent a couple of hours thinking and reading through different ideas people have had; and here is what I, and others in the community, have come up with. I apologise if this is a headache to read, I've tried to format it in the most pleasant way possible but apologies if it still sucks. Shadow Duelists Other Shadow Workers Codex Umbra As for skins, I think a lot of us want Maxwell with that coat from Adventure Mode mostly. Talk about dapper! -------------------------------------------------------------- Anyways, Thanks for reading through some of these ideas, if you have any other good ideas, comment them here and I will add them to the thread. Hope your day goes (Max)well. (I'm not sorry) EDIT: After being enlightened about the ways of the Maxwell I changed a couple parts of the thread.
  22. (tl;dr in the form of a changelog at the bottom.) So as we can see, soon Woodie will get his long awaited rework, but what should that rework entail? With warly's working buff seasoning, Woodie is in a better place than he was two chops but he still needs some changes of his own. As he is a lumberjack, through and through we should focus on his wood chopping ability. I think he should have other abilities that help the team more than just having a lot of wood, but his logging is first and foremost. #1) Wood Chopping To really help the team, and be the #1 wood gatherer, he needs something that is better then just speed, something better than chopping multiple trees at once or felling whole forests with giants. To really be the best, I believe Woodie needs to get more wood per tree than anyone, or anything else. If he could gain double the wood per tree, then it doesn't matter how fast other methods are, they will still not get as much wood as Woodie can for the same amount of trees. Of course Woodie should still be fast, no doubt about that, but if, say, logging methods A, B, and C, all get 100 logs with different speeds and costs, but method D (Woodie) get 200 logs, then speed isn't as big of a factor as it is for the others. With this buff, we can finally lay to rest the debate between Woodie and Maxwell, because no matter how many shadow clones max has, he will inevitably get less logs total then Woodie wood. #2) Bonus Stuff In addition, we could also give Woodie some sanity when felling trees. like a reverse form of Wormwood, with +15 sanity instead of -15 sanity Hmm, could probably keep his follower bonus, the pigs can help with chopping. And, uh, the sanity gained from planting trees can stay, don't see why not. And... uh... his beard still has insulation, so ... ...Uh ... ... Sigh There's no putting it off. If I am to do a post about Woodie, I have to talk about his other half. I will have to tackle, It. #3) The Curse Oh boy here we go. The Werebeaver is a, complicated topic. I will not lie to you dear reader, I do not believe I am qualified to talk about this topic, but I'll try my best. first off, lets get some common ground to ensure there is no miscommunication, as I'm sure few of you have actually played with the Werebeaver enough to actually understand it, me included. (Info under the cut, no one like a block of text, also almost entirely quoting the wiki here) Now those are the facts, and I will be using them for the rest of this post. So now that we know this, let's go down the list of problems No ability to self heal. Rapid sanity loss. Bad fighter. Can't interact with structures. Transforming is inevitable with the beaverness meter's passive drain. You drop valuable equipped items when you transform. Since the transformation starts at 25 beaverness, the meter is misleading. Inability to deal with temperature. In general, it's a high risk, low reward transformation.. All you really get from it, is mad chops. You can chop through trees hella fast, but with how frequent you will transform, that's not enough. If we were to categorize the things needed to fix the transformation into a few broad categories, they would be as follows: A way to heal yourself without needing outside assistance. A way to deal with temperature Can use some structures like gates or toggle things like flingomatics. Make the beaverness meter easier to understand A way to mitigate, or at least control the sanity loss Be good in combat. Keep dropped items safe during and after the transformation A way to avoid transformation without eating. But with this we also need to make sure we don't make it too strong, lest it become unbalanced, or even overpowered, it is a curse after all. So while we think of solutions, we need to keep in mind balance. A way to heal yourself without needing outside assistance. Simple one first, just have any gain to the beaverness meter also heal you by half that amount, should keep you alive. A way to deal with temperature. Since you can't make fires at all while transformed, seasons are a big issue. You can't heat up or cool down yourself as a Werebeaver without outside help or existing structures. So I believe doing what the form did originally is best, temperature immunity. While transformed you are immune to the effects of temperature, you cannot overheat or freeze, your temperature will still change, but you won't feel the effects of it until you change back. The change will cap to just before freezing and just before overheating, so you're temperature doesn't get too out of whack, but there is still consequences. Can use some structures like gates or toggle things like flingomatics. This is as simple as allowing the beaver to use them, as you may need to turn a flingo on to stop your base from burning down, or open and close a gate to make sure you don't lose any livestock. Make the beaverness meter easier to understand Bit odder but should be easy, just have the meter only transform you when you reach 0 beaverness, but you gain 25 beaverness when you transform, so you still have that buffer, but you also get to be Woodie longer, and you will actually know when you will transform with absolute certainty. A way to mitigate, or at least control the sanity loss I think the sanity loss should be tied into the percentage of the beaverness meter, so if the meter is low, then the drain is very fast, but if its high then its very low. You could see this as Woodie regaining control, so his brain takes less of a hit. Or something. Regaining beavernes would also heal your sanity by half the gained amount. Be good both offensively and defensively in combat. One idea is just a straight up buff. Damage should be increased to 51(68 against wood), so, tentacle spike level normally. Damage absorbed should be increased to 80%, like a log suit, simple. These combat buffs already make him far better at combat then ever before, and they are pretty early game, so it's not that unrealistic. Of course, as a Werebeaver, you will hit a lot faster than others, so you get some mad damage per second with it. This won't be anything spectacular later in the game, but it should allow you to hold your own when beavered up earlier in the game. Another, much better solution, is to have the damage and defence rise the lower you're beaverness meter is. This would allow you to get some mad damage and defence as the beaver, but only when you are close to starving as the beaver. This would also help with the risk vs reward thing, higher risk, better reward. At 90%+ beaverness your deal 17 damage (27.2 to wood) and block 25% of all incoming damage. At 10%- beaverness, you deal 68 damage (102 to wood) and block 90% of all incoming damage. This makes using the Werebeaver a more interesting experience, you could start chomping on trees to keep your sanity from getting too bad, or let yourself take the sanity hit and risk starvation for some mad damage. A nice risk vs reward. Keep dropped items safe during and after the transformation Could solve this with a simple bag that drops when you transform, the bag is fireproof and shows on the map, so you don't need to worry about losing anything. It only stores things that you drop as the Werebeaver upon transformation, dying as the Werebeaver still drops your items onto the floor as usual. This does not act like a bundling wrap, it's more of a backpack kind of pack, you cannot access its inventory like a chest, you can only open it like a wrap or klaus gift, so everything drops out when opened. A way to avoid transformation without eating. When you want to stay as Woodie, currently you are forced to eat wooden things in order to stave it off, this not only uses up valuable resources, but is also frustrating. I propose that instead of a passive drain of the meter, when you are Woodie the meter will actually passively regenerate, like how in single player don't starve you can avoid the transformation by not chopping for a while. If we do the same here, I think it should help give the player a lot more control and lets them keep the wood they have gathered instead of eating it. They can still eat it to fill the meter up way faster should they want to continue chopping, but it's no longer a requirement. And with this, I believe all the major issues have been covered. I do think that the Werebeaver shouldn't be able to use the inventory still, as it seems like a fair downside. I firmly believe that if these were implemented, then the Werebeaver, and by extension Woodie, would be far better in the game. For ease of reading, I will put everything I propose down below in the form of a dev-like changelog, so you can quote that for your rants on how im wrong instead of my 10,000 words above. Woodie's suggested rework changelog: Trees chopped by Woodie or The Werebeaver give double the log yield (small-2, medium-4, large-6) Trees felled give +15 sanity to the Woodie who chopped it. This does not work as the Werebeaver. The Werebeaver has been majorly reworked to be more viable and gives more reward for risky play. The beaverness meter only transforms you when it hits 0, when you transform you gain an initial +25 to the meter. When transformed, any gain to the beaverness meter also gives half the gain to health and sanity. (Example: +10 points to the meter also add +5 to health and sanity) When transformed, Woodie is immune to the effects of overheating and freezing, their temperature will still change, but will stop changing before it reaches these extremes. When transformed, your sanity will drain inversely proportional to the beaverness meter. (At 90 and above, sanity drains at 10 per minute, at 10 and below sanity drains at 90 per minute) When transformed, you can still toggle structures on and off, in addition to being able to open and close gates. When transformed, damage and armor is inversely proportional to the beaverness meter (90%+ beaverness: 17 damage (27.2 to wood) and 25% armor. At 10%- beaverness: 68 damage (102 to wood) and 90% armor.) When transformed, dropped items will be placed into a bag, the bag acts like a fireproof wrap but does not preserve the items inside, it cannot be picked up and when opened will spill out all items inside. Shows on the map. As Woodie, you regen the beaverness meter by 2 per minute instead of draining it by 2 per minute, it still drains by 1.875 per minute as the Werebeaver however. This is my wish list for the rework, I want to hear what you all think of this, mostly because I want this to be the best it can be and to do that I need your input. Please be nice.
  23. Time for me to get yelled at :think: Watching some new videos crop up with warlys buffs has been making me think. specifically wolfgang i know what you all are thinking This guy is trying to ruin our thicc man lets get him!! But hear me out look at how the game was initially made. Don't starve is meant to be a difficult game And it is nice to be able to see team synergies work in Don't Starve Together. But, wouldn't you agree that If the base game challenges can basically be overcome with 2 people doesn't that make it seem a bit too much? So my proposal to get things out of the way is basically keep wolfgang as he is But give him a vamped up version of wormwood's trait wolf would call it "everything is chicken" Meaning he gets no positive benefits other than food from eating. I think this would actually be a suitable downside to the character since lets face it what his downside is now is pointless. Having this as an added downside actually amplifies more of his current downside so it doesn't really change anything neccesary to the character other than how he can gain stats.
  24. our friendship will never die So Warly is about to come to DST, that's exciting but I was thinking about the rework of my favorite character and the fact that some dudes in the community only want the old Woodie from DS so I thought I could make a post about why that seems like a boring idea. First of all Woodie was always an ignorant and mad lumberjack to me and thats what i love him, cause he fits perfectly inside the dark and mysterious forest of the constant, he has been my favorite character since before RoG was created and that is why I would like to have a decent rework done. I know that klei is not going to make a bad rework but I just want to be clear that not everyone in the DST community would like the same DS woodie and i know too that Woodie in DST is not a good or funny character, he is more like a meh right now. I remember to play as Woodie in RoG and he was a great and interesting character but i think he needs new stuff in DST cause with the rework of Winona and Willow Klei showed that they can do much more for our beloved characters so please dear community don't pray for the same DS Woodie instead pray for a better Woodie. Here im going to put some ideas i have to improve Woodie and remember that these are just some opinions and things that I personally would like to see. This does not represent in any way what most people want. Advantages: Woodie can upgrade lucy, you know lumberjacks have several tools not only an axe, maybe Woodie could turn lucy into some other tool like a handsaw or chainsaw but these forms have a limited time, that way woodie would have to spend some valuable resources every time he wants to improve lucy. Woodie can turn into a giant werebeaver berserker when he breaks lucy or during a full moon in the lunar island., yeah i was thinking that maybe woodie needs another transformation, something like a more giant, raging and strong werebeaver, and perhaps this transformation could be similar to that of the original DS in terms of health, sanity and hunger bars, obviously this can only happen under certain conditions and unlike normal transformation, it should always have the same time limit (the time limit is to prevent the player from abusing this transformation), Hell yeah! something big, strong, destructive and invincible for around 30 seconds, thats sounds good to me (this form is inmune to weather effects too). And yeah then Woodie would have two trasnformations but the second and most powerful transformation has 1 1/2 days of cooldown and we only can transform into it when woodie breaks lucy by being in the first form of the werebeaver (of course when we got back to normal we could repair lucy in some way) or standing in the lunar island during a full moon. In this giant form we can't eat logs and we have to wait till the limit time goes out, but we can gather logs to build... beaver lodges! hell yeah in this form we have a special structure that can only be crafted by the giant berserker and we can use this to sleep inside as werebeaver, and our teammates can use this as bridges. and to make this transformation a good competitor against maxwell this form can have a special movement with its tail that destroys everything in its range something like a slap against the ground. Woodie werebeaver forms both can swim, and the werebeaver is faster in water than in land just like real life but inside water the normal werebeaver form only last for 20 seconds so you could die easily Woodie normal werebeaver form is completely waterproof, and is cold resistant but is very susceptible to heat. Disadvantages: Woodie is an ignorant lumberjack so unlike Wickerbottom he cannot create some common tools with the science machine such as the backpack, the spear or the razor, he needs an alchemy engine to make some basic recipes, of course he still can make all the materials needed for an alchemy engine. Woodie is a mad lumberjack so when he comes back to normal after using his second werebeaver form he loses some pieces of his memory, yeah he may lose the knowledge of some recipes or forget some parts of the map that had already been explored, as if he had blackouts. When Woodie comes back after using his second werebeaver form he loses 1/3 of sanity, 1/3 of health and 1/3 of hunger, something similar to the Woodie of DS. Well thats all i can say about this topic, thanks for reading.
  25. So I have been thinking about this topic for a while now and I think I have it thought out enough to justify giving my ideas to you all. Without further ado, lets proceed, but lets us start with what we have now (I put the meat of the info in the spoilers for reading/scrolling convince). Our current Maxwell: Frail, but Dapper Puppets Magic, The 3rd Perk New Cinematic and Skins Conclusion After writing all this out, I will have to admit something. I don't think that my ideas are all that plausible to be added to the game. My rework is a bit to advanced and it would require a lot of work to be completed. The reason I wrote this out is to show the potential that Maxwell can achieve. I believe that he can and will be more then a resource gatherer, but I didn't know how to do that without going into the deep end of "new". Thank you to anybody who reads this, comment on how you like/hate/would change it, and have a nice day/night.