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Found 13 results

  1. Wigfrid. She have Battle Spear with increased damage compared to usual spear, Battle Helm with higher defense than Football Helmet, she have higher damage reduction/output, she have vampirism (health/sanity regen when you punch your enemies), and after rework she got songs which provide different buffs. But her only downside "She can only eat meat", which is absolutely not a problem (cuz u can use mammoths/beefalos/pigs in early game, spiders/hounds and bird cage in mid game, and bunnyman farm in late game). This battle girl needs more drawbacks, don't you think?
  2. Alright, let's talk the Wes "Rework" that happened on April Fools Day. I get it, making the challenge character a joke update that really changes nothing, but honestly I was pretty hyped for that update, because for a challenge character he's not much of a challenge. Genuinely, I'd say Webber is more of a challenge than Wes is. That said, the primary reason is because most of Wes' general difficulties can be overcome by farms, gear, and listening instead of relying on character prompts. That said, I have some ideas on how to make him a genuinely playable character, with some actually hard to overcome downsides. Okay, to make this make sense, we have to talk about the Constant's supposed behavior, and on Wes' backstory. In theory, the Constant takes existing abilities and skills, and turns them into powers that could aid our characters in survival, and Wes has exactly one skill. Miming. In turns of backstory, Wes was born in a wealthy family in Paris, before his house burned down, and he lost everything, leaving him a homeless, mute, orphan. I think we can work with this. Fire To start off, I'd assume that losing your home, your family, and your voice due to a fire would give a good deal of trauma, regardless of who you are. So hows about this, if an object in Wes's view begins burning, an instant -10 sanity, like how wormwood takes sanity damage from hurting plants. But if any type of house burns down, Pig, Merm, or Bunnyman, -25 sanity, since it probably reminds him of his own house burning down. And that's not all, maxed out fire sources that can actually burn things down, including Fire Pits, and campfires, drain your sanity, more so the more on fire it is. Up to minus 20 per second with a maxed out fire pit. Endothermic versions don't give this penalty. 2. Family Having followers gives him extra sanity, but followers dying hits him for -30 sanity each. It's all about the trauma people. 3. Mime This is where we get in deep, so hold on tight. Wes does decreased weapon damage, so maybe, at the cost of cutting his sanity, similar to Maxwell, he can create illusion weapons, which deal the full amount of damage, and have the penalty of disappearing when you put them down or take it out of your hand. Maybe a melee weapon that does ~45 damage, and a ranged weapon that does ~30 damage. You also have to get your sanity back to full once you get back your lost sanity, it doesn't just max back out like with Maxwell. Wes can at the cost of half his current max sanity, make an illusion barrier, and block an attack. and finally, make his balloons do more damage so they can be working traps and not just distractions. 4. Misc. In the sake of balancing out Wes's hyper focus on sanity without any way to combat losing it short of putting on the bee queen crown and standing next to The Deerclops, maybe use one of the little things from his Verdant skin, that says he's an avid landscape painter in his downtime. Once a day, randomly generate a biome, and while in that biome, gain a positive sanity aura of maybe +10 per minute. Face paint! Wes more than likely has scars from the fire that he'd rather cover up, but who says you can't do it stylishly? Add some different facepaints that could add different buffs, or perhaps, maybe make a way to see him without the face paint on, like during the rain, that gives him a sanity penalty for insecurity. He gains bonus sanity when eating food while on low hunger. Keep all current penalties, so he's still difficult. I understand that a lot of these ideas have to do with sanity, but I wanna make him a sort of Antithesis to Maxwell. They have similar powers, but where Maxwell is completely in control of his mind, Wes has gone through so much, from losing his family to being imprisoned by Maxwell, that he simply isn't in control of his. Tell me what you think, I'm pretty happy with it.
  3. I just want to make ONE single suggestion on how to give Wigfrid her very own unique and exclusive to JUST WIGFRID gameplay mechanics. I throughly enjoy the obscure mini game where players can give a Championship Belt to the Pig King to engage in a short Mini-game where your character gets smacked around rather hilariously by a couple of pigs carrying giant Wooden signs. And Since Wigfrid is portraying the role of a mighty Valkyrie then she would want to prove her strengths in a glorious contest of battle (surely you can see where I’m going with this..) WOODIE has a 50% Increased chance to spawn Treeguards while chopping Trees, so in the same way that Woodie has a higher rate to spawn treeguards, WIGFRID should have a higher rate of spawning pigs wearing these (mostly obscure and rare) Championship Belts when she is in the vicinity of their houses. Wigfrid (now having a much higher chance to spawn these Belts) can trade them to the Pig King to engage within the Warriors Gauntlet, Which will reward Wigfrid with decent supply in Gold, along with a new exclusive to Wigfrid Currency (Warrior Tokens) which would be used in the crafting recipes for her Songs. Thats it.. that’s the entire suggestion, Wigfrid gains a Crafting currency exclusive to just her and her alone like Wendy’s Mourning Glories- Except instead of helping sad ghosts find lost stuff for mourning glory.. Wigfrid instead shows her Valkyrie skills in glorious bouts of battle with Pig Kings Champions.
  4. I have an idea what Maxwell's rework might look like. - Better Shadow Duelists: Raise the Shadow Duelist's max sanity cost to at least 55% so Maxwell won't be able to spawn more than one duelist. Make them to kite with Maxwell. (For example: Star really close and walk with him.) Make them to not fight alone. (Attacks are synchronised with Maxwell's attacks like a real shadow, so he could do 2 attacks at once with one duelist.) - Better Shadow Workers AI: More control over Shadow Workers. (Like "telling" them what to do; I really hate when Shadow Miners are destroying not even fully grown marble trees etc.) Some other uses of the Codex Umbra than just Maxwell's shadows - I don't have idea what it could be, maybe summoning shadow tentacles (like those from the Thulecite Club), 4-5 tentacles per use and every use will cost 25-30% of the max sanity; tentacles could be invincible, last for 15-30 sec. I know that may sound op but it would be just weaker Wickerbottom's tentacles.
  5. After the wigfrid rework im wondering who's next in line for a refresh/rework
  6. You guys know how I heavily criticized this refresh, & stated that I wouldn't further criticize it beyond what I’ve already said The TL:DR behind all that: I did not like it. This post however isn’t for criticizing- This is my own opinion of what a Wigfrid rework SHOULD have been.. I Joked a lot about giving her the “Winnie” Side Identity.. but that’s not the route I EXPECTED. So first lets break down some of what she gained with her rework the “Inspiration meter” that when engaged in combat will rise allowing her to use up to 3 additional “Abilities” except.. those Abilities are in actuality just some song scrolls. I will list the #1 main thing that needs to change about them: Once you craft them they never downgrade or wear down over time requiring you to go re-collect the ingredients you use in collecting them, UNLIKE Willow or Wendy who will constantly be gathering more of their “Kit” ingredients to keep up and maintain their kits songs become a One and then done A-fair, unlike Woodie who has to build a new mutation idol each time he wants to transform, or Winona who has to keep her generators powered up. Wigfrid is still exactly the same as she was prior to her rework, with only a few song scrolls to read that increase or decrease stats. (Not that that is a bad thing BUT...) Lets compare THAT to Woodie who got both a Faster movement and a better Combat ability. Wigfrid the Mighty Viking Warrior, gains no new abilities in the form of actual Combat. Is this sounding right to Anyone? My guess is Klei saw her as good enough “as is” & only wanted to do a small refresh to avoid any drastic changes for a larger update like all the other reworks have so far- But is this what Wigfrid mains really wanted? Easily my second most played DST character, & as a Secondary Wigfrid main Here is a rough idea of what I was expecting out of her much anticipated Refresh- (I will leave spoiler tags for where these ideas are inspired from for anyone interested in that.) 1-While wearing the Battle Helm & Holding a Battle Spear, And costing 1 Bar of Inspiration Wigfrid gains an instantly useable battle cry that leaves her open for attack for a second, This buffs her allies around her for roughly the same duration as Abigails Petal Bestowment buff, an Ability that doesn’t require getting ingredients for a song scroll to use- and would instantly be noticeable to even the most casual newbie Wigfrid players, To avoid being the most OP thing Ever it would have a Cooldown timer before Wigfrid can “Battle Cry” again. 2-When wearing the Battle Helm and Battle Spear, And costing 2 bars of Inspiration Meter, Wigfrid can throw her Battle Spear from a distance like a Javelin Projectile that deals Slightly higher damage to the target it hits and to avoid other players picking it up once it is thrown... Wigfrid will instantly call upon the powers of the Unicorn to magically have the “Gods” beam a beam of light down onto the spear returning into her hand. 3- at full bars of Inspiration Wigfrid unlocks her last Combat Ability, While Wearing the Battle Helm & holding the Battle Spear Wigfrid will stand still for a moment before performing a forward charge that rushes through a crowd of enemies targeting a single target to deal heavy damage to that one target while doing a circular spear sweep knock back attack to the rest of them. .If you haven’t noticed by now there’s a pattern to my suggestion- each ability requires her to gain the currently implemented Inspiration Meter to use like a Stamina Bar.. But there is a HUGE Catch- She has to be wearing the Helm and holding the Battle Spear to perform these Extra Abilities that can only be use Inspiration therefore- They can not be Used by anyone who Isn’t playing as a Wigfrid. The Whole entire theme of this Idea I am purposing is to do what I had HOPED her refresh would have focused on in the first place: preventing Wigfrids Helms and Battle Spears from falling out of Favor/usefulness once the player simply ventures into a swamp and gathers the many free Tentacle Spikes in said swamp that outclass the Spear. (Insert whatever better gear you want to Apply here, same situation still applies) I find it very Disheartening every rework has gained new combat abilities.. but a character whose was designed to be effective in Combat? Gains no new combat abilities. That’s it, that’s the whole refresh- if these or something similar to these could be squeezed in alongside her Songs, I would feel like Wigfrid is now Perfected.. she gains some actual NEW gameplay content, and Battle Helms/Battle Spears never fall out of Usefulness once you’ve gotten better gear. If there was anything I would add to this beyond that: I REALLY enjoy the idea of characters having their own unique structure to leave their personal mark in a world-Wendy has the Sisturn, Wurt has Mermstuffs, Winona has Generators & Spotlights, Wigfrid could have a craftable “Weapons Armory” structure that holds her Battle Helms, Battle Spears, Song scrolls, and Armors that you can visually display on. Thank You if you actually took the time to read this entire post- as a secondary Wigfrid main I didn’t want to suggest ANYTHING that completely breaks her character or becomes stupid OP- I Simply wanted to put a heavier focus on her Helms & Battle Spears so they never fall out of having their use. Embedded with the power of the Unicorn & obviously extremely special to Wigfrid... they needed to be in the Spotlight (pun 100% fully intended..) Please leave a ShopCat emote if you think this or something Similar to this would be a good re-rework for Wigfrid & if not.. don’t be shy to explain why.
  7. When Maxwell gets reworked, I believe he should be able to fit a more specific play-style than his current position, which is near-sub-par of Woodie. I feel like Maxwell should give up the idea on shadow puppets doing manual labor. He has access to the Codex Umbra, his last possession from the Shadow Throne. He one of the two characters that can read magic. He has the unique ability to fragment his mind... and he uses it to do some manual labor for him. The fact that his shadow minions aren't the best choice in combat, in BOTH games, leaves something to be desired. In solo, Maxwell loses 15 HP - any lost HP is dangerous in battle - you're better off just not summoning any minions into battle at all. In Together, Maxwell needs to do several things: have spare nightmare fuel AND have the time between battle to craft a spear AND the shadow minion in the likely event that a shadow minion dies. There are handful of bosses take advantage of fleeing players! If Klei wants Maxwell on par with the rest of the survivors, I would suggest removing the Maxwell's harvesting or combat abilities entirely. I would HIGHLY suggest removing the harvesting shadow minions. In place of this, Maxwell becomes a GLASS CANNON character - a design that was only seen in Wendy before it was quickly removed. Shadow minions can no longer be targeted or killed. Maxwell will have to feel the full brunt of any attack whilst fighting. On top of his lower max HP, Maxwell could even have -10% armor efficiency; instead of Night Armor having 95% resist on Maxwell, Night Armor gives only 85.5% resist! Because of all of these nerfs & weaknesses, Maxwell can truly fit the mold of a glass cannon! As I said, shadow minions don't have to be killable or target-able thanks to the "glass cannon" concept. Shadow Duelists can do even more than just 40 DMG & maybe even a new AoE shadow minion could be created for frogs, spiders, tentapillars, & hounds!
  8. WX-78 is considered one of the best characters in the game, and yet he bringas nothing to the table for his allies, I know that he is a sentient robot without emphat, but there is 2 things that bother me one is that he doesn't look like a DST character and that he don’t feels like a robot when you play him, he is just a Wilson ho wants to eat all the gears instead of letting people build fridges and flingomatics, and that’s why i’m writing this, I want to give, and the help of you guys, improve ideas for Wx be refreshed and more enjoyable to play with and along. ( New? ) Main Ability Upgrades: WX now has “levels” which are acquired by eating gears or with time because of his AI and lose levels by crafting gears, dying or changing character. The levels are 0 to 4 and he starts the game at level 1. With these levels Wx gains new abilities and existing ones turn more effective. Status: LVL 0: Health: 100 to 150 Hunger: 100 to 131,25 Sanity: 100 to 137,5 ( New ) Charge: 0 to 25 LVL 1: Health: 150 to 200 Hunger: 131,25 to 162,5 Sanity: 137,5 to 175 ( New ) Charge: 25 to 50 LVL 2: Health: 200 to 250 Hunger: 162,5 to 193,75 Sanity: 175 to 212,5 ( New ) Charge: 50 to 75 LVL 3: Health: 250 to 300 Hunger: 193,75 to 225 Sanity: 212,5 to 250 ( New ) Charge: 75 to 100 LVL 4: Health: 300 Hunger: 225 Sanity: 250 ( New ) Charge: 100 Modifiers: LVL 0: Damage: 0,75 The rest: 1,0 LVL 1, 2 ,3 and 4: All of them: 1,0 Abilities: ( New? ) Upgrade: When WX survives one day or eat a gear he gains 5 max health, 6,25 max hunger, 7,5 max sanity and 5 max charge; When he eats 5 gears or survive 5 days he levels up, gaining adicional abilities; When WX eats a gear after level 4 he restores 30 health, 22,5 hunger, 25 sanity and 10 charge; If WX dies or the player change character he drops half of his current as gears and when is resurrect or changed back he comes back at level 0. ( New ) Deconstruction: WX can lose 10 max health, 6,25 max hunger, 7,5 max sanity and 5 max charge to craft a gear at th reffining tab. ( same ammount he gains by eating a gear or surviving one day ). ( New ) Charge: WX now has charge, something he consumes to make use of his abilities and give fuel to structures; He recharges instantly when struck by lightning and gradually by not doing an action that consumes charge; The speed that charge recharges is according to his hunger; When his charge is not full, according with his current state, his hunger drains 50% faster, if his hunger drops to 0 He will start to lose charge, instead of health, at an alarming hate, if his charge drops to 0 his base speed modifier will be 0,75 until he gains at least 5 charge, if his charge and hunger drops to 0 he instantanialy die. Frail System: Wagstaff had difficulty trying to make his automaton waterproof so when WX is wet he takes damage, the damage increases with the wetness. ( New ) Electric Absorption: WX now attracts lightning the same way as a lightning rod; when he takes electric damage he heals instead of taking damage. When he is struck by lightning he recharges by 100, gains a valor equals to 10% of his atual max hunger in hunger, and loses a valor equals to 10 % of his atual max sanity in sanity. This does work from level 1 to 4. ( New? ) Discharge: WX can use his charge to enter in a mode where he emits light and heath nearby, get Immunity to freezing and his base speed increases by 50%, he can activate and deactivate this whenever he pleases; he still loses the same ammout of sanity per minute wilhe in this state. Can be used from Level 1 to 4. ( New? ) Overcharge: When WX is struck by lightning his charge meter breaks going up to 200 Max when this happens discharge is activated and can’t be deactivated until his charge drops back to his actual max. ( New ) Overheat: WX spends more charge when his temperature is high and less charge when it’s low. ( New? ) It’s only fuel: WX no longer heals from food, except for geely beans, but he always gains the full benefit of hunger and sanity. ( New ) Auto Repair: WX helas a small amount per second, based on his actual max health, when he is not fighting, interacting with structures, crafting or performing tasks; When not full health his charge will not recharge with time. This does work from level 2 to 4. ( New ) Metal Body: WX now has 10% of damage absorption but healing itens have just 25% of the effectveness. ( New ) Electric defense: When WX is hit by something he deals 20 electric damage back, costing him 5 charge. This does work from level 2 to 4. ( New ) Electric Offense: WX melee attacks are considered electric damage. This does work from level 3 to 4. ( New ) Powerful discharge: WX can perform a ranged attack dealing 40 electric damage similar to that of the bishop using 20 charge. This does work from level 4. Notes: English it's not my native language. I'm not a programmer so none of this has been tested. Thanks for reading =^_^=
  9. I feel like they've spread his abilities too thin instead of focused on his core abilities: that being his ranged DMG, unusual sanity gain/loss, & Woby. Woby is fine & his unusual sanity gain/loss makes him interesting, but his slingshot - a thing many would consider to be one of his primary abilities - has too low of fire rate. Klei should get rid of some of Walter's trivial abilities like 50% hunger-sleep efficiency, +100% cook speed, +6 sanity/min in forest, and even the Camper's Tent in place of primary 'abilities'. In priority of ranged attack, Walter can have -25% melee DMG similar to Wendy, who is aided by her sister to compensate for lost DMG. When marbles, his most damaging ammo, does as much damage per second as Wes with a spear, that's when something might be amiss.
  10. The idea of this rework is to refresh Wes making him more distinct and satisfying to play, he will still being the game “hard mode” but he will have new fun abilities that can be used to help other players, himself and decorate your base. Status: Health: 113 Hunger: 113 Sanity: 150 Modifiers: Damage: 0,75 Hunger: 1,25 ( New ) Speed: 1,10 ( New ) Cold and Heat Isolation: 0,85 ( New ) Damage Received: 1,15 Abilities: He is a Mime: Can’t talk. ( New ) Unlucky Mime: Wes now aggro mobs more easily and mobs take longer to lose interest in Wes. Wes now is stuck by lighting more frequently. Wes now attracts more Hounds than normal in Hound haves. ( New ) Mime Tools: When is empty handed he uses an invisble axe to chop trees, pickaxe to mine rocks and shovel to dig holes, the axe and pickaxe cost 1 sanity per use and the shovel 5, he don't uses a invisible spear because he is a mime of peace. Pile o' Balloons: Removed. ( New ) Balloonomancy Tab: adds lots of news balloons for Wes and his companions. All balloons cost 5 sanity or 1 mosquito sack. Wes now can’t craft balloons without the materials. Balloons still blownup in a chain reaction. Balloons can still be pushed around. When crafted all balloons go to Wes inventori allowing him to give the balloons to others survivors All balloons, expect the decorative and the mark, have a max duration of 3 days, be in the inventori or the world. Agro Balloon: when blownup all mobs in the screen will agro at who did it. Damage Balloon: When blownup deals 15 damage nearby. Sound Wave Balloon: When blownup also blows up others balloons that the player can see and confuses close range mobs. Friendship Balloon: Can be equipped in hand, doing so will give the player a +5 sanity per minute, or can be given to a neutral creature, doing so will contract the creature for 1 minute and the creature will hold the balloon the best way it can. Throwable Balloon: Can be thrown to deal 5 damage. Mark Balloon: Marks the map! Decorative Balloon: Float indefinitely and give color to the world. ( New ) Quality of life improvements: Now when Wes reads signs he will do his mimic and what is witten will be shown at the server chat. Now when Wes tries to perform an impossible action he will do his mimic and what is witten will be shown at the server chat. When someone uses the decorative balloon a screen will popup and the player will select the form and color. All balloons have unic forms, so they are easy to distinguish. Balloons do not interfere when placing structures. Webber can give friendship balloons to spiders and Wurt to merms. New mimic animations. More decorative balloons colors and formats. Notes: I’m not a programmer or animator so none of this has been tested. English it's not my main language. Some ideas from gaymime, Ohan VERY IMPORTANT NOTE: Klei plz. Thanks for reading =^_^=
  11. why do you want wilson to be reworked? wilson is fine, he's supposed to be the basic character, so, why do you want him to be reworked?
  12. Maxwell is in very good spot and he really doesn’t need much except of a little QOL change to his puppets. Despite that I came up with some interesting ideas that I want to share with you. Changing old stuff Overall Make Shadow Workers and Shadow Duellist toggleable between active and passive mode. In passive mode they cancel all action they are doing and will follow you only. Shadow Duellist Shadow Duellist now cost one spear, three nightmare fuels, 35% max sanity and additional 5 max HP (with two summoned Shadow Duellist you have 65 max HP). First variation: They have 75 HP and 80% damage reduction instead of passive HP regen (the reduction can be lower based on the following points). The Duellist have “visual” armor that cracks up more the lower their HP is. At 15 HP the armor breaks apart. Second variation: They share the same HP pool that has 150 points, which once is depleted then both dies. The armor breaks at 30 HP and reduction is still 80%. Maxwell can heal 33% of their HP with nightmare fuel (25% for the second variation), this can be done by right clicking on Codex Umbra with nightmare fuel. In passive mode they keep away from enemies and follows you from a distance the same way as workers do. In active mode they try to keep strict close formation around Maxwell (similar to how Gem Deers stands around Klaus) and they rather tank then trying to kite. If possible, they attack the same target as Maxwell. This allows Maxwell to have better control above them, it also prevents him from sending them in for tanking purposes. They should help Maxwell in dealing damage to one target, not in tanking huge waves of enemies. Their attack period and damage reduction can be adjusted for balance. (For every 2,5 Maxwell's attacks they do one each?) The current Duellists we have are fine but their AI can’t keep them alive long enough in more chaotic fights. New stuff Shadow Pain Killers Cost: 4 nightmare fuels. Makes target immune to “hurt” animation for next 40 hits. Maxwell can cast this from Shadow Tab on himself or allies. If applying new one and the first one is not spent yet, it only refreshes. Indicator for how many hits left can be intensity of dripping nightmare fuel from characters. Chilling Touch Cost: 1 blue gem, 5 nightmare fuels. First variation: When health of affected character gets below 20%, a freezing blast happens underneath them that will freeze enemies. (similar to Klaus freeze blast) Second variation: Completely negates fatal damage and creates the freezing blast underneath. Maxwell can cast this from Shadow Tab on himself or allies. Lasts until it’s triggered. Upon triggering, the Chilling Touch buff gets spend and it needs to be reapplied by Maxwell to grants this protect to the player again. Indicator for if it’s active could be a snowflake that occasionally falls from player. Shadow Flusher Cost: 5 nightmare fuels. If affected armor breaks, the wearer gains 10% movement speed, leaves a trail that slows enemies and is immune to negative effects (freezing solid, getting cold, overheating. etc.). Lasts 10 seconds. Maxwell applies this to an armor similarly to how Warly applies seasonings to food. Since Maxwell is fragile, I think that his new things should be around gadgets that can somewhat prevent death. E.G. Shadow Pain Killers can save you from a swarm of enemies that can stun lock you, Chilling Touch from unexpected attacks (e.g. Bunnyman), Shadow Flusher can be used both aggressively and for fleeing, this will also make you want to use the 2% armor leftovers from previous fights. All those new recipes can be locked behind prototype wall so Maxwell isn’t wasting nightmare fuel in early game before shadow manipulator is build.