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Woodie Rework Plus Feedback


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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.

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