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Bell rework, 2/25/2024

As of right now the resonance system has remain unchanged for months. It seems very outdated, so I want to suggest a few ways to fix it up and make it smoother.

Rarity

Each bell should have a different chance of appearing depending on certain parts of your build. For example, if you have the Tacet murmur you should have a higher chance of getting smokescreen or portals, or if you have a very high weapon stat you could have a higher chance of crazy slots or wind up. will expand upon this idea in a future post.

Obtainment

Most players obtain their bell through bell checks. I feel this is incredibly anti climactic, especially since some people get a bell before even getting power 20 or doing much of anything except grind bosses. Instead, you should first have to be fully power 20, all stats maxed. You should have at least done enough to have 50~ echos when wipe, and have spent a good amount of time on the build, maybe 3-5 hours. After all requirements are met and you have completed the old progression system with maxed Sibex you can get a bell by getting knocked by something. You will only be saved if you have dealt a significant amount of damage to something that tried to knock you.

This will slow down speed progressions and make getting a bell seem like a bit more of an achievement.

Instead, just have your bell only given when gripped in Layer 1 or layer 2 without light hook. This will make players really grind to make sure they're ready.

Lore accuracy and consistency

Few bells are actually lore accurate and even fewer remain consistent with the level of power shown between them. In lore, resonance is described as your character's goal in life manifested as an instrument, it is supposed to hold immense power and be the finishing piece for most builds. Very few bells actually feel like this. This is a pretty long one, so I'll make a list for ease of reading.

1. Your character's goal

A bell is supposed to embody your character's will. The way we obtain bells now is nothing like this. It all depends on luck. Going back to what I said earlier, your bell should depend on your build, and maybe there's an npc like a mystic that you tell your goal, but this seems a bit too easy. This would make builds even more unique.

2. Lore accuracy

In lore, bells or instruments of absolute power, even defying death. The only bells that somewhat fit this are corrupted reaper, the two legendaries, and corrupted crazy slots (if paired with a high weapon stat.). Make more bells powerful. Don't add stuff every build can get that makes these bells obsolete, like a void spire completely making corrupted reaper not worth it.

3. Consistency

There are some huge gaps in power between bells. Compare crazy slots to, say, preservation, or even better preservation to resurrection. I understand the difference between legendary and normal, but the normal ones should at least be a bit consistent. Buff the weak and nerf the op.

Rerolling

I know this is really long, but I swear I'm almost done. The only way to reroll is with a Drowned God. I have no problems with that part, In fact I feel it's too easy. All you have to do is kill Chaser and get your reroll before light hook, and don't get me started about how easy idols are. Easiest fix is to change bell rarities depending on your build, making it relatively easy to get the bell you want depending on your build (as I've been saying.)

TL;DR: Bells are boring.


couldnt get it out of my head 5/8/2024

I couldn't get the new flame legendary out of my head. I said I was leaving, and I will after this, but for one final cook, I'll post my best one. Instead of yayafinos spec, meet the Twisted Flamewalker.

Twisted flamewalker

The Twisted Flamewalker


Twisted Flamewalker

The Twisted Flamewalker is a legendary rapier that scales off of flamecharm and light weapon. It has 6 flamecharm scaling and 4 light scaling. Its base damage is 12, and its swing speed is an impressive 0.87x. It has innate blazing, so burn on every hit. The color would change based on your flame path, blue to white with azure, black to grey with twisted, and cracks would form with eruption. It would drop from mainly hell mode to give hell mode an actual reward.

Requirements: 40 light weapon and 60 flamecharm

Base Damage: 12

Scaling: 6 flamecharm, 4 light

Swingspeed: 0.85x

Weight: 4

Range: 8

Pen: 15%

Innate blazing

Obtained from: Hell mode.

Running Critical:

A dash forward, piercing your enemy and holding them there for a second, applying burn during the hold. You can then press R again during the hold to slam them down, similar to the crescent cleaver, but not over your head.

Standing Critical:

Identical to the running crit but without the second attack.

Description:

A rapier blessed by the drowned god Korillfiend. An aura of heat permeates the air around it, urging its use by any flamecharmers.

This is my first time digitally drawing, so please go easy.