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MY Ideas for a WX Rework


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WX exists. WX is a character that in dst people really only talk about for it's speed boost when struck with lightning, and how Wicker can make this even better. But I've also heard people say things like "WX is a Wilson with only upsides" and "400 health is OP" I agree with these statements on some level, as 400 health is really good, but you need a truck ton of gears to get it, which is really difficult, if not straight up impossible on dst servers. But I do think WX's downsides are pretty miniscule, making him seem like he has no downsides. I want to change that, I've seen like 2-3 WX reworks already, so IDK if anyone will even find or care to read this, but I'm doing it anyways.

- Fuel:

Fuel is a new item that can be crafted from bone shards, and can be eaten by WX to get 50 hunger each, and 30 charge, which will be useful for a upcoming idea.

- Vinegar

Vinegar would be used to lower something in a upcoming idea, and it's crafting recipe is up to the devs.

- Galvanized coating

This will help with the same idea vinegar helps with, and like vinegar, it's recipe is up to the devs.

- Charge: This would be a unique stat exclusive to WX, Charge starts at zero when you first begin the game, and can be raised by fuel, and lightning strikes, that will give WX 100 charge each strike, the maximum charge is 100, and if exceeded, will deal 30 damage, and reset charge to 0. Charge is used for the next idea.

- Upgrade changes

I think that just eating gears for stat increases are pretty underpowered considering what some people want them to be, and sometimes just plain boring. While I don't think we should get rid of the gear eating as a viable source of healing, they won't provide stat increases. Instead, I want to propose a new tab, the Mechanical Tab, this tab is exclusive to WX (Wagstaff too if he ever gets added), and contains his upgrades. These will come in the form of Modules, which you can equip up to 3 of onto WX, and have to be manually equipped, and all equipped attachments disappear after death These Modules could provide anywhere between boring stat increase or interesting powers. 

And before I go over the Modules themselves that I will propose, I wanted to make them seem more like modules by being able to craft them in levels, or MKlvl#, with the max level being 3, and you are unable to upgrade modules already crafted

 

Stat Module: This is your basic stat increases that you currently get from eating gears, The MK I Stat Module would increase Health by 50, hunger by 15, and sanity by 30, this effect can be stacked with multiple Modules and each upgrade of the Stat Module would add an extra 50 health, 15 hunger, and 30 sanity. Meaning a MK III Stat Module would give you 150 health, 45 hunger, and 90 sanity, this combined with WX's stats would give you a total of 300 health, 195 hunger, and 240 Sanity, and the effect can stack, so if you want to be the beefiest tank you ever saw, you can have a total stats of 600 HEALTH 285 hunger and 420 sanity, which is a TON of health and sanity, though remember each recipe, of which I will leave up to the devs, is different for each level, and you cannot combine 2 MK I s to get a MK II, not to mention all of your Upgrade Slots would be filled up to get this high, which is lame, when you can do some other things.

 

LZAR Module: This module's effects are not stackable, for obvious reason, the LZAR Module gives you the ability to fire Laser blasts from your eyes, this ability requires 30 charge each use. The lazer has a range of 1 pitchfork tiles, and does 20 damage at MK I, at MK II, the range is increased to 2 tiles, and the damage is increased to 40, though the charge used is also increased to 50, and the MK III LZAR Module has a range of 3 pitchfork tiles, does 60 damage, and requires 70 charge to use.

 

Battery Module: Now after the LZAR Module, you might be wondering: "That's a lot of charge! Even at MK I, the lazar can only be fired 3 times before needing to recharge, is there any way to get more?" Well, there is, with the Battery Module, the effects of the Battery Module can be stacked. At MK I, your max hunger increases by 15, and your max charge is increased by 50, MK II adds 30 max hunger, and  100 max charge, and MK III for 45 max hunger and 150 max charge.

 

Speed Module: This module increases WX's speed, duh, this Module temporarily shuts down during a System Overload, which still happens the same way. The effects of the Speed Module is stackable, and at MK I speed is increased by 20% MK II by 40%, and MK III by 60%, this may help offset the downside of WX.

 

- Rust

Yes, I know everyone does it, but here's my idea for rust, Wetness is completely replaced by it, except for one thing: Rust doesn't go down after the rain. Each point of rust lowers WX's speed by 1%, and adds 0.1 seconds to picking, mining, hammering, chopping, etc. Rust is obtained when you get wet each point of would-be wetness turns into rust, WX also passively gains rust even when it isn't raining, WX will rust at 1 point of rust per minute, meaning 8 rust points per day, Rust can be lowered or even prevented by the following ways: Eyebrellas will prevent rusting in rain, but not the passive rusting. Vinegar is another method of doing this, WX can right click on vinegar to soak himself with it, using up the bottle, and doing so will lower his rust by 20, other players can soak him too. A way to temporarily remove rusting is through galvanized coating, which will prevent all rusting for 10 days, but all rust that is already there must be removed via vinegar.

 

Sorry I don't have more Modules to offer, and if my downside is too much like the others, please suggest new modules and feedback in the comments.

- Dragolantis

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I feel like the rust stuff is a bit overcomplicated, since it's just a slow-down for him, but it's got one item that is periodic maintenance, and one item just negates it. Fuel and charge likewise, seem to be complicated for no benefit, since the lasers could just drain a bunch of hunger. The charges don't benefit him for anything else, so if the battery just increased his max hunger, that would be fine. I think the whole gear-eating thing could just be removed, since it fees a bit like a gimmick, and as you point out, gears become harder to find over time as other players use them up. As for the stat increases, I think those are the most boring part of WX-78 right now, so keeping a version of them doesn't really seem great. Even having to choose between those stats and your other modules, I don't think there's enough choices there. I could say more but really, I just need to finish my own thread...  : )

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